State machine rework
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3f99f1b8dd
commit
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25 changed files with 102 additions and 76 deletions
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@ -2,18 +2,19 @@ extends WeaponState
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@export var emptyable: bool
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func enter() -> void:
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func _enter() -> void:
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machine.animation_player.play(with_morphems("idle"))
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machine.player.get_node("PlayerInput").reload.connect(init_reload)
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if is_multiplayer_authority():
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machine.player.get_node("PlayerInput").reload.connect(init_reload)
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func exit() -> void:
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machine.player.get_node("PlayerInput").reload.disconnect(init_reload)
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func _exit() -> void:
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if is_multiplayer_authority():
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machine.player.get_node("PlayerInput").reload.disconnect(init_reload)
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func use_begin() -> void:
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func _use_begin() -> void:
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if machine.ammo > 0:
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transition.emit("Shoot")
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@rpc("authority","call_local","reliable")
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func init_reload():
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if machine.ammo == machine.max_ammo or machine.remaining_ammo <= 0:
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return
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@ -2,11 +2,11 @@ extends WeaponState
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@export var emptyable: bool
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func enter() -> void:
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func _enter() -> void:
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machine.animation_player.play(with_morphems("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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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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@ -2,11 +2,11 @@ extends WeaponState
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@export var emptyable: bool
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func enter() -> void:
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func _enter() -> void:
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machine.animation_player.play(with_morphems("reload"))
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func exit() -> void:
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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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@ -11,11 +11,11 @@ extends WeaponState
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var bullets_shot: int = 0
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func enter() -> void:
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func _enter() -> void:
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fire()
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func exit() -> void:
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func _exit() -> void:
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bullets_shot = 0
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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@ -23,7 +23,7 @@ func on_animation_finished(animation):
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if animation == with_morphems("shoot"):
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transition.emit("Idle")
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func use_begin() -> void:
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func _use_begin() -> void:
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if fire_timer.time_left > 0:
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return
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fire()
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