feat: implementations of initial weapon inventory interface
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6cdb2cbd4f
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6fa9d11af5
12 changed files with 126 additions and 11 deletions
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@ -1,6 +1,8 @@
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#include "player_body.h"
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#include "macros.h"
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#include "player_input.h"
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#include "weapon_base.h"
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#include "weapon_inventory.h"
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PlayerBody *PlayerBody::singleton_instance{ nullptr };
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@ -13,6 +15,7 @@ void PlayerBody::ready() {
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
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input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
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this->weapons = cast_to<WeaponInventory>(get_node(NodePath("%WeaponInventory")));
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}
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void PlayerBody::process(double delta) {
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@ -85,5 +88,5 @@ PlayerBody *PlayerBody::get_singleton() {
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}
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bool PlayerBody::get_is_running() const {
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return this->try_running && this->movement_input.y > 0.f;
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return this->try_running && this->movement_input.y > 0.f && this->weapons->get_current_weapon()->allows_running();
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}
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