GodotWIP/src/playerD/states/attack.gd

103 lines
2.8 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var jump_node
export (NodePath) var idle_node
export (NodePath) var fall_node
export (NodePath) var move_node
export (NodePath) var draw_weapon_node
onready var jump_state: State = get_node(jump_node)
onready var idle_state: State = get_node(idle_node)
onready var fall_state: State = get_node(fall_node)
onready var move_state: State = get_node(move_node)
onready var weapon_state_modifier: StateModifier = get_node(draw_weapon_node)
var can_fire = true
signal do_attack()
func enter() -> void:
#.enter()
##TODO: Turn this to clear only the animation modifiers.
modifier_stack_ref.clear()
mod_animation_sequence.clear()
#mod_animation_sequence = animation_sequence.duplicate(true)
mod_animation_sequence.append_array(animation_sequence)
# Reset animation suffix in case there isn't one
animation_suffix = '_shoot'
animation_index = 0
current_animation_sequence = 0
#var enter_animation = ''
var enter_frame = 0
if debug_state:
print(parent.name, " entering State: ", self.name)
move_component.current_movement_state = self.name
emit_signal("state_entered")
state_timeout.start()
can_fire = true
# if modifier_stack_ref.has($"../draw_weapon") == false:
# $"../draw_weapon".enter()
# modifier_stack_ref.push_front($"../draw_weapon")
if debug_state:
print("Previous State Info: ", previous_animation_name, " ",
previous_state_frame_number, " ", previous_state_name)
match previous_animation_name:
"idle":
animations.play("_shoot")
"run":
animations.play("run_shoot")
animations.frame = previous_state_frame_number
"jump":
animations.play("jump_shoot")
animations.frame = previous_state_frame_number
_:
print("Warning!: Attack state encountered unhandled prev animation: ", previous_animation_name)
func process_frame(delta: float) -> State:
# if animations.frame == 2:
# animations.stop()
if state_timeout.time_left == 0 and animations.animation == "shoot":
return idle_state
return null
func process_physics(delta: float) -> State:
if can_fire: # trying to do this in the physics because irrecular behavior
emit_signal("do_attack")
can_fire = false
if move_component.wants_jump() and parent.is_on_floor():
return jump_state
move_actor_as_desired(delta)
if previous_state_name == "move" and move_component.velocity.x == 0.0:
return idle_state
if previous_state_name == "idle" and move_component.velocity.x != 0.0:
return move_state
if move_component.get_movement_direction() != 0.0:
parent.transform.x.x = move_component.get_movement_direction()
# if move_component.velocity.x != 0.0:
# return move_state
if !parent.is_on_floor():
return fall_state
return null
func exit() -> void:
# force timer reset
weapon_state_modifier.state_timeout.start()
push_animation_state_modifier(weapon_state_modifier)
#$"../draw_weapon".state_timeout.start()
return