57 lines
1.6 KiB
C#
57 lines
1.6 KiB
C#
using Godot;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.State.Character;
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public partial class CharacterDashState : CharacterState
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{
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[Export]
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public CharacterState IdleState { get; set; }
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[Export]
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public double TimeToDash { get; set; }
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[Export]
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public float VelocityModifier { get; set; }
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private double _timeLeftToDash = 0;
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public Vector2 DashDirection = Vector2.Zero;
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
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_timeLeftToDash = TimeToDash;
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// dash the direction we were previously moving in
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DashDirection = Character.Direction;
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Character.MovementAnimation.TryPlay("dash");
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Character.MovementAnimation.Queue("idle");
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// create ghost effect
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var ghost = Character.Sprite.CloneOnWorld<Sprite2D>();
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ghost.GlobalPosition = Character.Sprite.GlobalPosition;
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var tween = ghost.GetTree().CreateTween();
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tween.TweenProperty(ghost, "self_modulate", Colors.Transparent, 0.5);
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tween.TweenCallback(new Callable(ghost, "queue_free"));
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tween.Play();
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return base.Enter(previousState);
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}
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public override void Exit(IState<CharacterState> nextState)
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{
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_timeLeftToDash = 0;
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DashDirection = Character.Direction;
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base.Exit(nextState);
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}
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public override CharacterState Process(double delta)
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{
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Character.Direction = DashDirection;
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if ((_timeLeftToDash -= delta) <= 0 || Character.Health <= 0)
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{
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return IdleState;
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}
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return null;
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}
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}
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