49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using Godot;
|
|
|
|
namespace SupaLidlGame.Characters.State
|
|
{
|
|
public partial class PlayerRollState : PlayerState
|
|
{
|
|
[Export]
|
|
public CharacterState IdleState { get; set; }
|
|
|
|
private double _timeLeftToRoll = 0;
|
|
|
|
private Vector2 _rollDirection = Vector2.Zero;
|
|
|
|
public override CharacterState Enter(CharacterState previousState)
|
|
{
|
|
_timeLeftToRoll = 0.5;
|
|
// roll the direction we were previously moving in
|
|
_rollDirection = Character.Direction;
|
|
return base.Enter(previousState);
|
|
}
|
|
|
|
public override void Exit(CharacterState nextState)
|
|
{
|
|
// we want to reset our state variables in case we are forced out of
|
|
// this state (e.g. from death)
|
|
_timeLeftToRoll = 0;
|
|
_rollDirection = Character.Direction;
|
|
base.Exit(nextState);
|
|
}
|
|
|
|
public override CharacterState Process(double delta)
|
|
{
|
|
Character.Direction = _rollDirection;
|
|
if ((_timeLeftToRoll -= delta) <= 0)
|
|
{
|
|
return IdleState;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public override CharacterState PhysicsProcess(double delta)
|
|
{
|
|
Character.Velocity = Character.Direction * Character.Speed * 1.5f;
|
|
Character.MoveAndSlide();
|
|
return null;
|
|
}
|
|
}
|
|
}
|