added pipe rifle animation
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@@ -16,7 +16,7 @@ func enter_state() -> void:
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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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if hero.game_manager.card_gameplay:
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if hero.game_manager and hero.game_manager.card_gameplay:
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for x: int in hero.hand.contents.size():
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hero.discard_pile.add(hero.hand.remove_at(hero.hand.contents.size() - 1))
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hero.weapon_swap_timer.start()
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@@ -43,10 +43,14 @@ func exit_state() -> void:
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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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if hero.game_manager.card_gameplay:
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if hero.game_manager and hero.game_manager.card_gameplay:
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hero.hud.energy_label.visible = true
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func play_shoot_animation() -> void:
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hero.anim_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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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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@@ -70,3 +74,5 @@ func process_state(_delta: float) -> void:
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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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if !hero.game_manager and Input.is_action_just_pressed("Ready"):
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hero.exit_fighting_state()
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