SupaLidlGame/Items/Weapon.cs

70 lines
1.7 KiB
C#

using Godot;
using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Characters;
namespace SupaLidlGame.Items
{
public abstract partial class Weapon : Item
{
public double RemainingUseTime { get; protected set; } = 0;
public bool IsUsing => RemainingUseTime > 0;
public new WeaponInfo Info => base.Info as WeaponInfo;
/// <summary>
/// Whether or not the weapon can parry other weapons and is
/// parryable by other weapons.
/// </summary>
public virtual bool IsParryable { get; protected set; } = false;
public bool IsParried { get; set; }
public ulong ParryTimeOrigin { get; protected set; }
public Character Character { get; set; }
public override bool StacksWith(Item item) => false;
public override void Equip(Character character)
{
GD.Print("Equipped by " + character.Name);
Character = character;
}
public override void Unequip(Character character)
{
Character = null;
}
public override void Use()
{
RemainingUseTime = Info.UseTime;
}
public override void Deuse()
{
}
public override void _Process(double delta)
{
if (RemainingUseTime > 0)
{
if ((RemainingUseTime -= delta) <= 0)
{
Deuse();
}
}
}
public virtual void _on_hitbox_hit(BoundingBox box)
{
if (box is Hurtbox hurtbox)
{
hurtbox.InflictDamage(Info.Damage, Character, Info.Knockback);
}
}
}
}