Files
Decked-Out-Defense/PCs/FSM/fighting_state.gd
2026-02-10 02:51:16 +11:00

79 lines
3.3 KiB
GDScript

class_name FightingState
extends HeroState
func enter_state() -> void:
hero.hud.set_currencies_visible(false)
hero.left_hand_model.visible = false
if hero.weapons[hero.equipped_weapon]:
hero.hud.set_energy_visible(true)
var offhand_weapon: Weapon = hero.weapons[0] if hero.equipped_weapon == 1 else hero.weapons[1]
if offhand_weapon:
offhand_weapon.current_energy = offhand_weapon.max_energy
if (!hero.weapons[hero.equipped_weapon] and offhand_weapon) or (hero.weapons[0] and hero.equipped_weapon == 1):
hero.swap_weapons()
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
if hero.game_manager and hero.game_manager.card_gameplay:
for x: int in hero.hand.contents.size():
hero.discard_pile.add(hero.hand.remove_at(hero.hand.contents.size() - 1))
hero.weapon_swap_timer.start()
hero.hud.energy_label.visible = false
if !hero.weapons[hero.equipped_weapon] and !offhand_weapon:
hero.gauntlet_model.visible = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.tween_method(anim, hero.anim_tree.get("parameters/Blend3/blend_amount"), 1.0, 0.5)
func anim(x: float) -> void:
hero.anim_tree.set("parameters/Blend3/blend_amount", x)
func exit_state() -> void:
hero.hud.set_currencies_visible(true)
if hero.weapons[hero.equipped_weapon]:
hero.weapons[hero.equipped_weapon].release_trigger()
hero.weapons[hero.equipped_weapon].release_second_trigger()
hero.weapons[hero.equipped_weapon].visible = false
hero.hud.set_energy_visible(false)
hero.hud.grow_wave_start_label()
#hero.hud.primary_duration.visible = true
#hero.hud.secondary_duration.visible = true
if hero.game_manager and hero.game_manager.card_gameplay:
hero.hud.energy_label.visible = true
func play_shoot_animation() -> void:
hero.anim_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
func process_state(_delta: float) -> void:
if hero.weapons[hero.equipped_weapon] and hero.weapons_active:
if Input.is_action_just_pressed("Primary Fire"):
hero.weapons[hero.equipped_weapon].hold_trigger()
if Input.is_action_just_released("Primary Fire"):
hero.weapons[hero.equipped_weapon].release_trigger()
if Input.is_action_pressed("Secondary Fire"):
hero.weapons[hero.equipped_weapon].hold_second_trigger()
if Input.is_action_just_released("Secondary Fire"):
hero.weapons[hero.equipped_weapon].release_second_trigger()
if Input.is_action_pressed("Primary Fire"):
hero.movement.can_sprint = false
if Input.is_action_pressed("Secondary Fire"):
hero.movement.can_sprint = false
if Input.is_action_just_pressed("Equip Primary Weapon"):
if hero.equipped_weapon == 1 and hero.weapons[0]:
hero.swap_weapons()
if Input.is_action_just_pressed("Equip Secondary Weapon"):
if hero.equipped_weapon == 0 and hero.weapons[1]:
hero.swap_weapons()
if Input.is_action_just_pressed("Swap Weapons"):
if hero.weapons[0] and hero.weapons[1]:
hero.swap_weapons()
if !hero.game_manager and Input.is_action_just_pressed("Ready"):
hero.exit_fighting_state()