conforms file names to consistant standard
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52
characters/fsm/building_state.gd
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52
characters/fsm/building_state.gd
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class_name BuildingState
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extends HeroState
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@export var swap_state: HeroState
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func enter_state() -> void:
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if hero.game_manager:
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hero.game_manager.level.enable_non_path_tower_frames()
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hero.edit_tool.enabled = true
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hero.left_hand_model.visible = true
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hero.gauntlet_model.visible = true
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hero.cassette.visible = false
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_CUBIC)
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tween.set_parallel()
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tween.tween_method(anim, hero.anim_tree.get("parameters/Blend3/blend_amount"), -1.0, 0.5)
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tween.tween_method(anim2, hero.anim_tree2.get("parameters/Blend2/blend_amount"), 1.0, 0.5)
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func anim(x: float) -> void:
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hero.anim_tree.set("parameters/Blend3/blend_amount", x)
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func anim2(x: float) -> void:
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hero.anim_tree2.set("parameters/Blend2/blend_amount", x)
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func exit_state() -> void:
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hero.edit_tool.interact_key_held = false
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hero.edit_tool.enabled = false
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hero.cassette.visible = true
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if hero.game_manager:
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hero.game_manager.level.disable_all_tower_frames()
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func process_state(_delta: float) -> void:
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hero.check_world_button()
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if Input.is_action_just_pressed("Primary Fire"):
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hero.edit_tool.interact_key_held = true
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if Input.is_action_just_released("Primary Fire"):
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hero.edit_tool.interact_key_held = false
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if Input.is_action_just_pressed("Swap Weapons"):
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state_changed.emit(swap_state)
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if Input.is_action_just_pressed("Ready"):
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if hero.ready_state:
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hero.unready_self()
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else:
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hero.ready_self()
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if !hero.game_manager and Input.is_action_just_pressed("Ready"):
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hero.enter_fighting_state()
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