Files
Decked-Out-Defense/PCs/FSM/fighting_state.gd

60 lines
2.5 KiB
GDScript

class_name FightingState
extends HeroState
func enter_state() -> void:
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)
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.primary_duration.visible = false
hero.hud.secondary_duration.visible = false
hero.hud.energy_label.visible = false
func exit_state() -> void:
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
hero.hud.energy_label.visible = true
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()