Created
May 28, 2023 17:47
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public class State | |
{ | |
public Action Enter { get; set; } = () => { }; | |
public Action Update { get; set; } = () => { }; | |
public Action Exit { get; set; } = () => { }; | |
public void Switch(ref State curState, State newState) | |
{ | |
Exit(); | |
curState = newState; | |
newState.Enter(); | |
} | |
} | |
public partial class Frog : Monster | |
{ | |
State idle = new(); | |
State preJump = new(); | |
State jump = new(); | |
State curState; | |
public override void _Ready() | |
{ | |
base._Ready(); | |
// idle | |
idle.Enter = () => | |
{ | |
sprite.Play("idle"); | |
Switch(delay: 2, preJump); | |
}; | |
// pre jump | |
preJump.Enter = () => | |
{ | |
sprite.Play("jump_pre"); | |
Switch(delay: 0.75, jump); | |
}; | |
preJump.Update = () => | |
{ | |
double strength = 0.4; | |
sprite.Offset = new Vector2((float)GD.RandRange(-strength, strength), 0); | |
}; | |
preJump.Exit = () => | |
{ | |
sprite.Offset = Vector2.Zero; | |
}; | |
// jump | |
jump.Enter = () => | |
{ | |
sprite.Play("jump_start"); | |
}; | |
curState = idle; | |
curState.Enter(); | |
} | |
void Switch(double delay, State newState) => | |
Global.CreateTimer(delay, () => curState.Switch(ref curState, newState)); | |
public override void _PhysicsProcess(double delta) | |
{ | |
base._PhysicsProcess(delta); | |
curState.Update(); | |
} | |
} |
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