conforms file names to consistant standard
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85
characters/fsm/carding_state.gd
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85
characters/fsm/carding_state.gd
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class_name cassetteingState
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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.disable_all_tower_frames()
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hero.left_hand_model.visible = true
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hero.gauntlet_model.visible = true
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hero.set_cassette_elements_visibility(true)
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hero.cassetteing_tool.enabled = true
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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"), 0.0, 0.5)
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tween.tween_method(anim2, hero.anim_tree2.get("parameters/Blend2/blend_amount"), 0.0, 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.set_cassette_elements_visibility(false)
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hero.left_hand.visible = false
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hero.cassetteing_tool.enabled = false
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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("Interact"):
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hero.cassetteing_tool.interact()
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if Input.is_action_just_pressed("Primary Fire"):
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hero.equip_weapon(0)
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if Input.is_action_just_pressed("Secondary Fire"):
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hero.equip_weapon(1)
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if Input.is_action_just_pressed("Select Next Cassette") and hero.hand.size > 1:
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hero.increment_selected()
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hero.swap_cassette_audio.play()
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if Input.is_action_just_pressed("Select Previous Cassette") and hero.hand.size > 1:
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hero.decrement_selected()
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hero.swap_cassette_audio.play()
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if Input.is_action_just_pressed("Equip 1"):
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swap_to_slot(1)
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if Input.is_action_just_pressed("Equip 2"):
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swap_to_slot(2)
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if Input.is_action_just_pressed("Equip 3"):
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swap_to_slot(3)
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if Input.is_action_just_pressed("Equip 4"):
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swap_to_slot(4)
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if Input.is_action_just_pressed("Equip 5"):
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swap_to_slot(5)
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if Input.is_action_just_pressed("Equip 6"):
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swap_to_slot(6)
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if Input.is_action_just_pressed("Equip 7"):
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swap_to_slot(7)
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if Input.is_action_just_pressed("Equip 8"):
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swap_to_slot(8)
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if Input.is_action_just_pressed("Equip 9"):
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swap_to_slot(9)
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if Input.is_action_just_pressed("Equip 10"):
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swap_to_slot(10)
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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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func swap_to_slot(num: int) -> void:
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if hero.hand.size >= num:
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hero.hand_selected_index = num - 1
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hero.swap_cassette_audio.play()
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hero.hud.hot_wheel.update_cassettes(hero.get_wheel_cassettes())
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