added player Finite State Machine
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57
PCs/FSM/fighting_state.gd
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57
PCs/FSM/fighting_state.gd
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class_name FightingState
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extends HeroState
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func enter_state() -> void:
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if hero.weapons[hero.equipped_weapon]:
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hero.hud.set_energy_visible(true)
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var offhand_weapon: Weapon = hero.weapons[0] if hero.equipped_weapon == 1 else hero.weapons[1]
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if offhand_weapon:
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offhand_weapon.current_energy = offhand_weapon.max_energy
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if (!hero.weapons[hero.equipped_weapon] and offhand_weapon) or (hero.weapons[0] and hero.equipped_weapon == 1):
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hero.swap_weapons()
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if hero.weapons[hero.equipped_weapon]:
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hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
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#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
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#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
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hero.weapon_swap_timer.start()
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hero.hud.primary_duration.visible = false
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hero.hud.secondary_duration.visible = false
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hero.hud.energy_label.visible = false
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func exit_state() -> void:
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if hero.weapons[hero.equipped_weapon]:
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hero.weapons[hero.equipped_weapon].release_trigger()
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hero.weapons[hero.equipped_weapon].release_second_trigger()
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hero.weapons[hero.equipped_weapon].visible = false
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hero.hud.set_energy_visible(false)
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hero.hud.grow_wave_start_label()
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hero.hud.primary_duration.visible = true
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hero.hud.secondary_duration.visible = true
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hero.hud.energy_label.visible = true
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func process_state(_delta: float) -> void:
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if hero.weapons[hero.equipped_weapon] and hero.weapons_active:
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if Input.is_action_just_pressed("Primary Fire"):
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hero.weapons[hero.equipped_weapon].hold_trigger()
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if Input.is_action_just_released("Primary Fire"):
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hero.weapons[hero.equipped_weapon].release_trigger()
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if Input.is_action_pressed("Secondary Fire"):
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hero.weapons[hero.equipped_weapon].hold_second_trigger()
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if Input.is_action_just_released("Secondary Fire"):
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hero.weapons[hero.equipped_weapon].release_second_trigger()
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if Input.is_action_pressed("Primary Fire"):
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hero.movement.can_sprint = false
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if Input.is_action_pressed("Secondary Fire"):
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hero.movement.can_sprint = false
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if Input.is_action_just_pressed("Equip Primary Weapon"):
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if hero.equipped_weapon == 1 and hero.weapons[0]:
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hero.swap_weapons()
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if Input.is_action_just_pressed("Equip Secondary Weapon"):
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if hero.equipped_weapon == 0 and hero.weapons[1]:
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hero.swap_weapons()
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if Input.is_action_just_pressed("Swap Weapons"):
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if hero.weapons[0] and hero.weapons[1]:
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hero.swap_weapons()
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