State machine rework
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3f99f1b8dd
commit
87919ed890
25 changed files with 102 additions and 76 deletions
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@ -8,13 +8,40 @@ signal return_to_previous
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var machine: WeaponSubStateMachine
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func _use_begin() -> void:
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pass
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@rpc("authority","call_remote","reliable")
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func use_begin() -> void:
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_use_begin()
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if is_multiplayer_authority():
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use_begin.rpc()
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func _use_end():
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pass
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@rpc("authority","call_remote","reliable")
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func use_end() -> void:
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_use_end()
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if is_multiplayer_authority():
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use_end.rpc()
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func _alternate_state() -> void:
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pass
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@rpc("authority","call_remote","reliable")
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func alternate_state() -> void:
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pass
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_alternate_state()
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if is_multiplayer_authority():
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alternate_state.rpc()
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# Need to clarify naming; Switch mode like firemode. For different states use
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# alternate_state
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func switch_mode() -> void:
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func _switch_mode():
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pass
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@rpc("authority","call_remote","reliable")
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func switch_mode() -> void:
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_switch_mode()
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if is_multiplayer_authority():
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switch_mode.rpc()
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