SchildDerStaerke/scripts/rogue.gd

30 lines
994 B
GDScript

class_name Rogue extends Player
var attacks := ["2H_Ranged_Shoot"]
var reloadings := ["2H_Ranged_Reload"]
var aimings := ["2H_Ranged_Aiming"]
var footsteps := [
"res://resources/audio/footstep_grass_000.ogg",
"res://resources/audio/footstep_grass_001.ogg",
"res://resources/audio/footstep_grass_002.ogg",
"res://resources/audio/footstep_grass_003.ogg",
"res://resources/audio/footstep_grass_004.ogg"
]
func _input(event: InputEvent) -> void:
# Shoot
if event.is_action_pressed("attack"):
if enough_stamina_available(attack_cost):
use_stamina(attack_cost)
anim_state.travel(attacks.pick_random())
# Reload
if Input.is_action_pressed("reload"):
anim_state.travel(reloadings.pick_random())
# Aiming
if Input.is_action_pressed("block"): state = States.aiming
if Input.is_action_just_released("block"): state = States.idle
anim_tree.set("parameters/conditions/aiming", state == States.aiming)
anim_tree.set("parameters/conditions/not_aiming", state != States.aiming)