46 lines
1.1 KiB
GDScript
46 lines
1.1 KiB
GDScript
extends SubStateMachine
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class_name WeaponSubStateMachine
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@export var animation_prefix: StringName
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@export var visibility_mesh: Node3D
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@export var max_ammo: int
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@onready var ammo: int = max_ammo
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@export var can_be_previous: bool = true
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signal request_return
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var system: WeaponSystem
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var animation_player: AnimationPlayer
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var player_camera: PlayerCamera
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func _ready() -> void:
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for child in get_children():
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if child is WeaponState:
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states[child.name] = child
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child.machine = self
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child.transition.connect(on_transition_required)
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child.return_to_previous.connect(request_return.emit)
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func enter() -> void:
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super()
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visibility_mesh.visible = true
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func exit() -> void:
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super()
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visibility_mesh.visible = false
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@rpc("authority","call_local","reliable")
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func use_begin() -> void:
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current_state.use_begin()
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@rpc("authority","call_local","reliable")
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func use_end() -> void:
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current_state.use_end()
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func alternate_state() -> void:
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current_state.alternate_state()
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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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current_state.switch_mode()
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