SupaLidlGame/State/Character/PlayerState.cs

89 lines
2.6 KiB
C#

using Godot;
using SupaLidlGame.Characters;
namespace SupaLidlGame.State.Character;
public abstract partial class PlayerState : CharacterState
{
protected Player _player => Character as Player;
[Export]
public PlayerIdleState IdleState { get; set; }
public override CharacterState Input(InputEvent @event)
{
var inventory = Character.Inventory;
var player = _player;
if (this is PlayerIdleState or PlayerMoveState &&
!player.Inventory.IsUsingItem)
{
if (@event.IsActionPressed("equip_1"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_1");
}
else if (@event.IsActionPressed("equip_2"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_2");
}
else if (@event.IsActionPressed("equip_3"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_3");
}
else if (@event.IsActionPressed("next_item"))
{
inventory.EquipIndex(++inventory.CurrentQuickSwitchIndex);
}
else if (@event.IsActionPressed("prev_item"))
{
inventory.EquipIndex(--inventory.CurrentQuickSwitchIndex);
}
if (@event.IsActionPressed("interact"))
{
// if looking at a trigger then interact with it
player.InteractionRay.Trigger?.InvokeInteraction();
}
}
return base.Input(@event);
}
public override CharacterState Process(double delta)
{
Character.Direction = Godot.Input.GetVector("left", "right",
"up", "down");
Character.LookTowardsDirection();
var player = _player;
var desiredTarget = player.GetDesiredInputFromInput();
if (!desiredTarget.IsZeroApprox())
{
// can never be zero
player.DesiredTarget = desiredTarget;
}
if (Character.Inventory.SelectedItem is Items.Weapon weapon)
{
var isAttack1On = Godot.Input.IsActionPressed("attack1");
var isAttack2On = Godot.Input.IsActionPressed("attack2");
if (!weapon.ShouldHideIdle || isAttack1On)
{
player.Target = player.DesiredTarget;
}
if (isAttack1On)
{
Character.UseCurrentItem();
}
else if (isAttack2On)
{
Character.UseCurrentItemAlt();
}
}
return base.Process(delta);
}
}