add attacks and death
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+33
-2
@@ -1,11 +1,42 @@
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extends State
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var hit = false
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var players_in_area = {}
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func enter() -> void:
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super()
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if has_node("%Attack"): %Attack.visible = true
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if has_node("%AttackTimer"): %AttackTimer.start()
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if has_node("%AttackCooldown"): %AttackCooldown.start()
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hit = false
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func exit() -> void:
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super()
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if has_node("%Attack"): %Attack.visible = false
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func process_physics(delta: float) -> State:
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if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
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var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO
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subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration)
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if players_in_area.size() > 0:
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var hit_player = players_in_area[players_in_area.keys()[0]]
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hit_player.dead = true
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hit = true
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if has_node("%AttackTimer") and %AttackTimer.time_left > 0 and not hit: return
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if not subject.is_on_floor(): return %Fall
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if input_direction.length() < 0.05: return %Idle
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if has_node("%Walk") and %Input.walk: return %Walk
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return
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return %Run
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func _on_attack_body_entered(body: Node3D) -> void:
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if body == subject: return
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if not "player" in body or not body.player: return
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if body.dead: return
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players_in_area[body.name] = body
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func _on_attack_body_exited(body: Node3D) -> void:
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players_in_area.erase(body.name)
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