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Player movement and camera
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parent
ed656f00bb
commit
a324f2e347
43 changed files with 1777 additions and 316 deletions
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@ -81,52 +81,7 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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{
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base.ProcessState(delta);
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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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// if (!_isStrafing)
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// {
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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FacingDirection = rightStickInput;
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}
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else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
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{
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FacingDirection = _movementDirection;
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}
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// }
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_animationProvider.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider.SetAnimation(FacingDirection);
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HandleWeaponSwitch();
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_weaponProvider.Update(delta);
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//_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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HandleInteraction();
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// FindInteractable();
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// _crosshair.Position = CalculateCrosshairPosition();
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if (_inputProvider.GetInventoryJustPressed())
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{
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GameManager.Instance.ChangeState(GameState.Inventory);
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}
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if (_inputProvider.GetPauseJustPressed())
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{
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//CallDeferred(MethodName.PauseDeferred);
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PauseDeferred();
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}
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}
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private void PauseDeferred()
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@ -134,32 +89,5 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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GameManager.Instance.Pause();
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}
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// private void HandleShoot()
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// {
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// if (_inputProvider.GetReloadJustPressed())
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// {
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// _weaponProvider.Reload();
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// return;
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// }
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//
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// if (!_inputProvider.GetShootPressed()) return;
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// _weaponProvider.Shoot(this.FacingDirection);
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// }
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//
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// private void HandleInteraction()
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// {
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// _activationProvider.HandleInteraction();
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// }
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//
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// private void HandleWeaponSwitch()
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// {
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// if (_inputProvider.GetWeaponNextJustPressed())
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// {
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// _weaponProvider.NextWeapon();
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// }
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// else if (_inputProvider.GetWeaponPreviousJustPressed())
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// {
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// _weaponProvider.PreviousWeapon();
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// }
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// }
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}
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