Buggy jump/shoot state transition added.
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89208475fe
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@ -492,6 +492,7 @@ script = ExtResource( 10 )
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animation_name = "fire"
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timeout_seconds = 1.0
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animation_sequence = [ "fire" ]
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jump_node = NodePath("../jump")
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idle_node = NodePath("../idle")
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fall_node = NodePath("../fall")
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move_node = NodePath("../move")
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@ -1,9 +1,11 @@
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extends State
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export (NodePath) var jump_node
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export (NodePath) var idle_node
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export (NodePath) var fall_node
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export (NodePath) var move_node
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onready var jump_state: State = get_node(jump_node)
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onready var idle_state: State = get_node(idle_node)
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onready var fall_state: State = get_node(fall_node)
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onready var move_state: State = get_node(move_node)
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@ -20,10 +22,9 @@ func enter() -> void:
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modifier_stack_ref.push_front($"../attack")
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func process_input(_event: InputEvent) -> State:
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# if move_component.get_movement_direction() != 0.0:
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# return move_state
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if move_component.wants_jump() and parent.is_on_floor():
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return jump_state
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# move_component.wants_jump()
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move_component.get_movement_direction()
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# if Input.is_action_just_pressed('dash'):
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@ -70,4 +71,4 @@ func exit() -> void:
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# var testmod :StateModifier = StateModifier.new()
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# testmod.name
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pass
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return
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