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FSM Player input
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parent
c59a480ffd
commit
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7 changed files with 180 additions and 106 deletions
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@ -9,4 +9,10 @@ public abstract partial class InputProvider : Node2D
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public abstract bool GetActionJustPressed(string action);
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public abstract bool GetActionPressed(string action);
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public abstract bool GetShootPressed();
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public abstract bool GetUseJustPressed();
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public abstract bool GetStrafePressed();
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public abstract bool GetWeaponNextJustPressed();
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public abstract bool GetWeaponPreviousJustPressed();
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}
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@ -4,9 +4,36 @@ namespace Cirno.Scripts.Components.Actors;
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public partial class KeyboardInputProvider : InputProvider
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{
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[ExportCategory("Movement")]
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[Export]
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public string LeftAxisName { get; private set; } = "left";
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[Export]
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public string RightAxisName { get; private set; } = "right";
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[Export]
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public string UpAxisName { get; private set; } = "up";
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[Export]
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public string DownAxisName { get; private set; } = "down";
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[ExportCategory("Aiming")]
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[Export]
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public string LeftAimName { get; private set; } = "aim_left";
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[Export]
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public string RightAimName { get; private set; } = "aim_right";
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[Export]
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public string UpAimName { get; private set; } = "aim_up";
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[Export]
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public string DownAimName { get; private set; } = "aim_down";
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[ExportCategory("Action Names")]
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[Export] private string _shootActionName = "shoot";
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[Export] private string _useActionName = "Use";
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[Export] private string _strafeActionName = "strafe";
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[Export] private string _nextWeaponActionName = "next_weapon";
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[Export] private string _previousWeaponActionName = "previous_weapon";
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public override Vector2 GetMovementInput()
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{
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return Input.GetVector("left", "right", "up", "down");
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return Input.GetVector(LeftAxisName, RightAxisName, UpAxisName, DownAxisName);
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}
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public override Vector2 GetAimInput()
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@ -17,8 +44,8 @@ public partial class KeyboardInputProvider : InputProvider
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private Vector2 GetRightStickInput()
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{
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return new Vector2(
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Input.GetAxis("aim_left","aim_right"),
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Input.GetAxis("aim_up", "aim_down")
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Input.GetAxis(LeftAimName,RightAimName),
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Input.GetAxis(UpAimName, DownAimName)
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);
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}
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@ -31,4 +58,30 @@ public partial class KeyboardInputProvider : InputProvider
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{
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return Input.IsActionPressed(action);
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}
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public override bool GetShootPressed()
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{
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return GetActionPressed(_shootActionName);
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}
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public override bool GetUseJustPressed()
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{
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return GetActionJustPressed(_useActionName);
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}
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public override bool GetStrafePressed()
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{
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return GetActionPressed(_strafeActionName);
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}
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public override bool GetWeaponNextJustPressed()
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{
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return GetActionJustPressed(_nextWeaponActionName);
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}
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public override bool GetWeaponPreviousJustPressed()
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{
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return GetActionJustPressed(_previousWeaponActionName);
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}
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}
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48
Scripts/Components/Actors/PlayerAnimationProvider.cs
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48
Scripts/Components/Actors/PlayerAnimationProvider.cs
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@ -0,0 +1,48 @@
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using Godot;
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public partial class PlayerAnimationProvider : Node2D
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{
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[Export]
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public AnimatedSprite2D _animatedSprite {get; private set;}
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[ExportCategory("Animation Names")]
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[Export]
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public string WalkRightAnimationName {get; private set;} = "walk_right";
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[Export]
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public string WalkLeftAnimationName {get; private set;} = "walk_left";
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[Export]
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public string WalkDownAnimationName {get; private set;} = "walk_down";
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[Export]
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public string WalkUpAnimationName {get; private set;} = "walk_up";
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public void SetAnimation(Vector2 velocity)
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{
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if (velocity.X == 0 && velocity.Y == 0)
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{
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_animatedSprite.SpeedScale = 0;
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}
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else
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{
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_animatedSprite.SpeedScale = 1;
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}
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if (velocity.X > 0)
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{
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_animatedSprite.Play(WalkRightAnimationName);
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}
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else if (velocity.X < 0)
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{
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_animatedSprite.Play(WalkLeftAnimationName);
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}
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else if (velocity.Y > 0)
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{
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_animatedSprite.Play(WalkDownAnimationName);
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}
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else if (velocity.Y < 0)
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{
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_animatedSprite.Play(WalkUpAnimationName);
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}
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}
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}
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1
Scripts/Components/Actors/PlayerAnimationProvider.cs.uid
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1
Scripts/Components/Actors/PlayerAnimationProvider.cs.uid
Normal file
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@ -0,0 +1 @@
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uid://bo5sgbv1t8ril
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@ -8,17 +8,15 @@ public partial class Active : PlayerFSMState
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{
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private Vector2 _movementDirection { get; set; }
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private Vector2 _facingDirection { get; set; }
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[Export] public Sprite2D HitboxSprite { get; set; }
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[ExportGroup("Action Names")]
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[Export] private string _shootActionName = "shoot";
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[Export] private string _useActionName = "Use";
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[Export] private string _strafeActionName = "strafe";
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[Export] private string _nextWeaponActionName = "next_weapon";
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[Export] private string _previousWeaponActionName = "previous_weapon";
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export]
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private InputProvider _inputProvider;
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private bool _isStrafing { get; set; }
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@ -34,7 +32,8 @@ public partial class Active : PlayerFSMState
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{
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base.Init(stateMachine);
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_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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_weaponProvider.Init(stateMachine);
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}
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@ -48,7 +47,7 @@ public partial class Active : PlayerFSMState
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public override void ExitState()
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{
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_animationProvider.SetAnimation(Vector2.Zero);
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}
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public override void PhysicsProcessState(double delta)
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@ -60,10 +59,10 @@ public partial class Active : PlayerFSMState
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public override void ProcessState(double delta)
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{
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SetAnimation();
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_movementDirection = GetInput();
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_isStrafing = Input.IsActionPressed(_strafeActionName);
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_movementDirection = _inputProvider.GetMovementInput();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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if (HitboxSprite != null)
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@ -71,7 +70,7 @@ public partial class Active : PlayerFSMState
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HitboxSprite.Visible = _isStrafing;
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}
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var rightStickInput = GetRightStickInput();
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var rightStickInput = _inputProvider.GetAimInput();
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// Update Facing Direction
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if (!_isStrafing)
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@ -86,72 +85,20 @@ public partial class Active : PlayerFSMState
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}
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}
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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HandleShoot();
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// FindInteractable();
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// if (Input.IsActionJustPressed(_nextWeaponActionName))
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// {
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// NextWeapon();
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// }
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// if (Input.IsActionJustPressed(_previousWeaponActionName))
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// {
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// PreviousWeapon();
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// }
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// _crosshair.Position = CalculateCrosshairPosition();
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}
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private void SetAnimation()
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{
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// if (Velocity.X == 0 && Velocity.Y == 0)
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// {
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// _animatedSprite.SpeedScale = 0;
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// }
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// else
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// {
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// _animatedSprite.SpeedScale = 1;
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// }
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// if (Velocity.X > 0)
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// {
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// _animatedSprite.Play("walk_right");
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// }
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// else if (Velocity.X < 0)
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// {
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// _animatedSprite.Play("walk_left");
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// }
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// else if (Velocity.Y > 0)
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// {
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// _animatedSprite.Play("walk_down");
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// }
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// else if (Velocity.Y < 0)
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// {
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// _animatedSprite.Play("walk_up");
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// }
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}
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private void HandleShoot()
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{
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if (!Input.IsActionPressed(_shootActionName)) return;
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this._facingDirection);
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}
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public Vector2 GetInput()
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{
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return Input.GetVector("left", "right", "up", "down");
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}
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private Vector2 GetRightStickInput()
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{
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return new Vector2(
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Input.GetAxis("aim_left", "aim_right"),
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Input.GetAxis("aim_up", "aim_down")
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);
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}
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}
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