using Godot; using SupaLidlGame.Characters; namespace SupaLidlGame.State.Character; public abstract partial class PlayerState : CharacterState { protected Player _player => Character as Player; [Export] public PlayerIdleState IdleState { get; set; } public override CharacterState Input(InputEvent @event) { var inventory = Character.Inventory; if (this is PlayerIdleState or PlayerMoveState && !_player.Inventory.IsUsingItem) { if (@event.IsActionPressed("equip_1")) { inventory.SelectedItem = inventory.GetItemByMap("equip_1"); } } return base.Input(@event); } public override CharacterState Process(double delta) { Character.Direction = Godot.Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); Character.LookTowardsDirection(); Vector2 mousePos = Character.GetGlobalMousePosition(); Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos); bool targetTowards(Items.Item item) { if (Character.Inventory.SelectedItem is Items.Weapon weapon) { if (!weapon.IsUsing) { var isPressed = Godot.Input.IsActionPressed("attack1"); var ret = false; if (!weapon.ShouldHideIdle || isPressed) { Character.Target = dirToMouse; ret = true; } if (isPressed) { Character.UseCurrentItem(); } return ret; } } return false; } var item = Character.Inventory.SelectedItem; var offhand = Character.Inventory.OffhandItem; var _ = targetTowards(item) || targetTowards(offhand); return base.Process(delta); } }