added player Finite State Machine
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66
PCs/FSM/carding_state.gd
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66
PCs/FSM/carding_state.gd
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class_name CardingState
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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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hero.set_card_elements_visibility(true)
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hero.left_hand.visible = true
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hero.carding_tool.enabled = true
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func exit_state() -> void:
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hero.set_card_elements_visibility(false)
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hero.left_hand.visible = false
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hero.carding_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.carding_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 Card") and hero.hand.size > 1:
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hero.increment_selected()
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hero.swap_card_audio.play()
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if Input.is_action_just_pressed("Select Previous Card") and hero.hand.size > 1:
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hero.decrement_selected()
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hero.swap_card_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_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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func swap_to_slot(num: int) -> void:
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if hero.unique_cards.size() >= num:
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hero.hand_selected_index = num - 1
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hero.swap_card_audio.play()
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hero.update_selected_box()
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