Some tweaks in the falling states
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@@ -5,10 +5,5 @@ extends AbstractState
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@export var cultist: AbstractCultist
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func _physics_process(_delta: float) -> void:
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if !cultist.is_on_floor():
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pass
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func _set_ray_cast_enable(ray_cast: RayCast2D, enabled: bool) -> void:
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ray_cast.process_mode = Node.PROCESS_MODE_INHERIT if enabled else Node.PROCESS_MODE_DISABLED
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@@ -1,5 +1,17 @@
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extends CultistFallState
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@export var fall_state: CultistState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.ANIMATION_FALL_LEFT)
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func physics_process(delta: float) -> void:
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cultist.velocity += cultist.get_gravity() * delta
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cultist.move_and_slide()
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if cultist.is_on_floor():
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switch_state.emit(look_around_state)
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elif is_zero_approx(cultist.velocity.x):
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switch_state.emit(fall_state)
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@@ -1,5 +1,17 @@
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extends CultistFallState
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@export var fall_state: CultistState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.ANIMATION_FALL_RIGHT)
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func physics_process(delta: float) -> void:
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cultist.velocity += cultist.get_gravity() * delta
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cultist.move_and_slide()
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if cultist.is_on_floor():
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switch_state.emit(look_around_state)
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elif is_zero_approx(cultist.velocity.x):
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switch_state.emit(fall_state)
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@@ -1,5 +1,13 @@
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extends CultistState
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@export var fall_state: CultistState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.ANIMATION_IDLE)
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func physics_process(_delta: float) -> void:
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if not cultist.is_on_floor():
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switch_state.emit(fall_state)
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@@ -1,12 +1,20 @@
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extends CultistState
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@export var fall_state: CultistState
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func enter() -> void:
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cultist.sprite.play(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
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_set_ray_cast_enable(cultist.left_player_close_ray, true)
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_set_ray_cast_enable(cultist.right_player_close_ray, true)
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func physics_process(_delta: float) -> void:
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if not cultist.is_on_floor():
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switch_state.emit(fall_state)
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func exit() -> void:
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_set_ray_cast_enable(cultist.left_player_close_ray, false)
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_set_ray_cast_enable(cultist.right_player_close_ray, false)
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