This repository has been archived on 2026-05-07. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
instructions-clear/scripts/states/attack.gd
T

43 lines
1.3 KiB
GDScript

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