48 lines
1.2 KiB
C#
48 lines
1.2 KiB
C#
using Godot;
|
|
|
|
namespace SupaLidlGame.State.Weapon;
|
|
|
|
public partial class SwordAnticipateState : WeaponState
|
|
{
|
|
[Export]
|
|
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
|
|
|
|
[Export]
|
|
public SwordAttackState AttackState { get; set; }
|
|
|
|
[Export]
|
|
public bool HasAlternateAninmation { get; set; } = false;
|
|
|
|
private double _anticipateTime;
|
|
|
|
public override WeaponState Enter(IState<WeaponState> prevState)
|
|
{
|
|
if (Sword.Character is SupaLidlGame.Characters.Player)
|
|
{
|
|
return AttackState;
|
|
}
|
|
|
|
float rotThreshold = Mathf.DegToRad(50);
|
|
if (HasAlternateAninmation && Sword.Anchor.Rotation > rotThreshold)
|
|
{
|
|
Sword.AnimationPlayer.Play("anticipate_alternate");
|
|
}
|
|
else
|
|
{
|
|
Sword.AnimationPlayer.Play("anticipate");
|
|
}
|
|
_anticipateTime = Sword.NPCAnticipateTime;
|
|
return null;
|
|
}
|
|
|
|
public override WeaponState Process(double delta)
|
|
{
|
|
// go into attack state if anticipation time is delta
|
|
if ((_anticipateTime -= delta) <= 0)
|
|
{
|
|
return AttackState;
|
|
}
|
|
return null;
|
|
}
|
|
}
|