示例#1
0
    private void AnimateSenpai(bool isMoving)
    {
        var animatedSprite = GetNode <AnimatedSprite>("AnimatedSprite");

        if (ACTION_STATE == SENPAI_ACTION_STATE.Attacking)
        {
        }
        else if (isMoving)
        {
            ACTION_STATE = SENPAI_ACTION_STATE.Running;
            animatedSprite.Play("Run" + _DIRECTION_STATE.ToString());
        }
        else
        {
            ACTION_STATE = SENPAI_ACTION_STATE.Idle;
            animatedSprite.Play("Idle" + _DIRECTION_STATE.ToString());
        }
    }
示例#2
0
    private bool InputSenpaiState()
    {
        bool isInputPressed = false;

        if (Input.IsActionPressed("ui_right"))
        {
            if (Input.IsActionPressed("ui_up"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.UpRight;
            }
            else if (Input.IsActionPressed("ui_down"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.DownRight;
            }
            else
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.Right;
            }

            isInputPressed = true;
        }

        if (Input.IsActionPressed("ui_left"))
        {
            if (Input.IsActionPressed("ui_up"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.UpLeft;
            }
            else if (Input.IsActionPressed("ui_down"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.DownLeft;
            }
            else
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.Left;
            }

            isInputPressed = true;
        }

        if (Input.IsActionPressed("ui_down"))
        {
            if (Input.IsActionPressed("ui_left"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.DownLeft;
            }
            else if (Input.IsActionPressed("ui_right"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.DownRight;
            }
            else
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.Down;
            }

            isInputPressed = true;
        }

        if (Input.IsActionPressed("ui_up"))
        {
            if (Input.IsActionPressed("ui_left"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.UpLeft;
            }
            else if (Input.IsActionPressed("ui_right"))
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.UpRight;
            }
            else
            {
                _DIRECTION_STATE = SENPAI_DIRECTION_STATE.Up;
            }

            isInputPressed = true;
        }

        if (ACTION_STATE != SENPAI_ACTION_STATE.Attacking &&
            Input.IsActionJustPressed("attack"))
        {
            ACTION_STATE = SENPAI_ACTION_STATE.Attacking;
            GenerateHitbox();
        }

        return(isInputPressed);
    }