class_name CardingState extends HeroState @export var swap_state: HeroState func enter_state() -> void: hero.set_card_elements_visibility(true) hero.left_hand.visible = true hero.carding_tool.enabled = true func exit_state() -> void: hero.set_card_elements_visibility(false) hero.left_hand.visible = false hero.carding_tool.enabled = false func process_state(_delta: float) -> void: hero.check_world_button() if Input.is_action_just_pressed("Interact"): hero.carding_tool.interact() if Input.is_action_just_pressed("Primary Fire"): hero.equip_weapon(0) if Input.is_action_just_pressed("Secondary Fire"): hero.equip_weapon(1) if Input.is_action_just_pressed("Select Next Card") and hero.hand.size > 1: hero.increment_selected() hero.swap_card_audio.play() if Input.is_action_just_pressed("Select Previous Card") and hero.hand.size > 1: hero.decrement_selected() hero.swap_card_audio.play() if Input.is_action_just_pressed("Equip 1"): swap_to_slot(1) if Input.is_action_just_pressed("Equip 2"): swap_to_slot(2) if Input.is_action_just_pressed("Equip 3"): swap_to_slot(3) if Input.is_action_just_pressed("Equip 4"): swap_to_slot(4) if Input.is_action_just_pressed("Equip 5"): swap_to_slot(5) if Input.is_action_just_pressed("Equip 6"): swap_to_slot(6) if Input.is_action_just_pressed("Equip 7"): swap_to_slot(7) if Input.is_action_just_pressed("Equip 8"): swap_to_slot(8) if Input.is_action_just_pressed("Equip 9"): swap_to_slot(9) if Input.is_action_just_pressed("Equip 10"): swap_to_slot(10) if Input.is_action_just_pressed("Swap Weapons"): state_changed.emit(swap_state) if Input.is_action_pressed("Ready"): if hero.ready_state: hero.unready_self() else: hero.ready_self() func swap_to_slot(num: int) -> void: if hero.hand.size >= num: hero.hand_selected_index = num - 1 hero.swap_card_audio.play() hero.hud.hot_wheel.update_cassettes(hero.get_wheel_cards())