91 lines
2.2 KiB
C#
91 lines
2.2 KiB
C#
using Godot;
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namespace SupaLidlGame.State.NPC.Doc;
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public partial class DocLanceState : DocAttackState
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{
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[Export]
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public float DashSpeed { get; set; } = 212;
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[Export]
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public DocExitState ExitState { get; set; }
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public override DocChooseAttackState ChooseAttackState
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{
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get => null;
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set { }
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}
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public override PackedScene Projectile
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{
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get => null;
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set { }
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}
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public override double AttackDuration { get; set; }
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public override double Duration { get; set; }
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protected Vector2 _dashDirection;
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protected double _dashTime;
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protected float _oldFriction = 0;
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public override NPCState Enter(IState<NPCState> previousState)
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{
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var state = base.Enter(previousState);
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_doc.ShouldMove = true;
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//if (_doc.Intensity > 2)
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//{
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// if (_doc.Inventory.SelectedItem != _doc.LanceHold)
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// {
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// _doc.Inventory.SelectedItem = _doc.LanceHold;
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// _doc.UseCurrentItem();
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// _doc.CanAttack = false;
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// }
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//}
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//else
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//{
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// // wtf are we doing here?
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// throw new System.InvalidOperationException();
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//}
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//_oldFriction = _doc.Friction;
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//_doc.Friction = 0;
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//Attack();
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return state;
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}
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public override void Exit(IState<NPCState> nextState)
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{
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//_doc.Friction = _oldFriction;
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//_doc.ApplyImpulse(Vector2.Zero, true);
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//_doc.DeuseCurrentItem();
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//_doc.CanAttack = true;
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base.Exit(nextState);
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}
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protected override void Attack()
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{
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//var pos = _doc.GlobalPosition;
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//var player = _world.CurrentPlayer;
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//var playerPos = player.GlobalPosition;
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//var predictedPos = Utils.Physics.PredictNewPosition(
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// pos, DashSpeed, playerPos, player.Velocity, out float time);
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//var dir = _doc.GlobalPosition.DirectionTo(predictedPos);
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//_currentAttackDuration = AttackDuration = time;
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//_doc.ApplyImpulse(dir * DashSpeed, true);
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}
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public override NPCState Process(double delta)
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{
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return null;
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}
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}
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