GodotWIP/src/enemyC/attack.gd

44 lines
1.1 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var fall_node
export (NodePath) var idle_node
onready var fall_state: State = get_node(fall_node)
onready var idle_state: State = get_node(idle_node)
func enter() -> void:
.enter()
# parent.set_hurtbox(true)
if state_timeout:
state_timeout.start()
move_component.velocity.x = 0
if debug_state:
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
func process_frame(_delta: float) -> State:
.process_frame(_delta)
if move_component.wants_shoot() == false and state_timeout.time_left == 0:
return idle_state
# if animations.frame > 1:
# parent.set_hitbox(true)
# else:
# parent.set_hitbox(false)
return null
func process_physics(delta: float) -> State:
# parent.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# parent.velocity.x = move_component.desired_movement_vector.x * move_speed
# parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
move_actor_as_desired(delta)
if !parent.is_on_floor():
return fall_state
return null