Global refactor
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180 changed files with 249 additions and 401 deletions
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extends State
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@export var max_speed: float = 2.5
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@export var acceleration: float = 1.0
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@export var deceleration: float = 100.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var player_input: PlayerInput
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@export var weapon_system: WeaponSystem
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func enter() -> void:
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player_input.crouch_begin.connect(begin_crouch)
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player_input.walk_end.connect(end_walk)
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player_input.jumped.connect(on_jumped)
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func exit() -> void:
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player_input.crouch_begin.disconnect(begin_crouch)
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player_input.walk_end.disconnect(end_walk)
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player_input.jumped.disconnect(on_jumped)
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func physics_update(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if not player.is_on_floor():
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transition.emit("Fall")
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return
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func on_jumped() -> void:
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if player.is_on_floor():
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player_movement.jump()
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transition.emit("Fall")
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func end_walk() -> void:
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transition.emit("Stand")
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func begin_crouch() -> void:
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transition.emit("Crouch")
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