knife
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parent
83839459ff
commit
6b5e768faf
15 changed files with 4250 additions and 2343 deletions
31
scripts/weapon_system/knife/knife_attack.gd
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31
scripts/weapon_system/knife/knife_attack.gd
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extends WeaponState
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@export var damage: int
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var end_it: bool = true
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func enter() -> void:
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machine.animation_player.play(machine.animation_prefix + "attack")
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attack()
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func exit() -> void:
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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end_it = false
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func attack() -> void:
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if is_multiplayer_authority():
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Session.shoot(damage,1.5)
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func on_animation_finished(animation):
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if animation == machine.animation_prefix + "attack":
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if end_it:
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transition.emit("Idle")
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else:
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attack()
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machine.animation_player.play(machine.animation_prefix + "attack")
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func use_begin() -> void:
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end_it = false
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func use_end() -> void:
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end_it = true
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1
scripts/weapon_system/knife/knife_attack.gd.uid
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1
scripts/weapon_system/knife/knife_attack.gd.uid
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uid://d0r2fu21ei4hy
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19
scripts/weapon_system/knife/knife_attack_heavy.gd
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19
scripts/weapon_system/knife/knife_attack_heavy.gd
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extends WeaponState
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@export var damage: int
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func enter() -> void:
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machine.animation_player.play(machine.animation_prefix + "heavy_attack")
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machine.animation_player.animation_finished.connect(on_animation_finished)
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attack()
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func exit() -> void:
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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func attack() -> void:
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if is_multiplayer_authority():
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Session.shoot(damage,1.5)
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func on_animation_finished(animation):
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if animation == machine.animation_prefix + "heavy_attack":
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transition.emit("Idle")
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1
scripts/weapon_system/knife/knife_attack_heavy.gd.uid
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1
scripts/weapon_system/knife/knife_attack_heavy.gd.uid
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uid://ctx2rjjs48nrc
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13
scripts/weapon_system/knife/knife_idle.gd
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13
scripts/weapon_system/knife/knife_idle.gd
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extends WeaponState
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func enter() -> void:
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machine.animation_player.play(machine.animation_prefix + "idle")
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func exit() -> void:
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pass
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func use_begin() -> void:
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transition.emit("Attack")
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func alternate_state() -> void:
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transition.emit("HeavyAttack")
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1
scripts/weapon_system/knife/knife_idle.gd.uid
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1
scripts/weapon_system/knife/knife_idle.gd.uid
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uid://cn6wyj4v5xeej
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12
scripts/weapon_system/knife/knife_intro.gd
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12
scripts/weapon_system/knife/knife_intro.gd
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extends WeaponState
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func enter() -> void:
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machine.animation_player.play(machine.animation_prefix + "intro")
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func exit() -> void:
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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func on_animation_finished(animation):
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if animation == machine.animation_prefix + "intro":
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transition.emit("Idle")
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1
scripts/weapon_system/knife/knife_intro.gd.uid
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1
scripts/weapon_system/knife/knife_intro.gd.uid
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uid://dhmgd83rhjtyq
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