Refactor Part II
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56 changed files with 193 additions and 168 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 toggle: bool = false
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@export var stand_up_area: Area3D
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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 animation_player: AnimationPlayer
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@export var crouch_time: float = 0.1
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@export var weapon_system: WeaponSystem
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func enter() -> void:
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animation_player.play("crouch",-1,1/crouch_time)
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player_input.crouch_end.connect(try_end_crouch)
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func exit() -> void:
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animation_player.play("crouch",-1,-1/crouch_time,true)
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player_input.crouch_end.disconnect(try_end_crouch)
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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 try_end_crouch() -> void:
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if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false:
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transition.emit("Stand")
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