@@ -6,7 +6,7 @@ enum STATES { IDLE, ATTACK }
66var state = null
77
88enum ATTACK_INPUT_STATES { IDLE , LISTENING , REGISTERED }
9- var attack_input_state = IDLE
9+ var attack_input_state = ATTACK_INPUT_STATES . IDLE
1010var ready_for_next_attack = false
1111const MAX_COMBO_COUNT = 3
1212var combo_count = 0
@@ -33,47 +33,47 @@ var hit_objects = []
3333func _ready ():
3434 $ AnimationPlayer .connect ('animation_finished' , self , "_on_animation_finished" )
3535 self .connect ("body_entered" , self , "_on_body_entered" )
36- _change_state (IDLE )
36+ _change_state (STATES . IDLE )
3737
3838func _change_state (new_state ):
3939 match state :
40- ATTACK :
40+ STATES . ATTACK :
4141 hit_objects = []
42- attack_input_state = IDLE
42+ attack_input_state = ATTACK_INPUT_STATES . LISTENING
4343 ready_for_next_attack = false
4444
4545 match new_state :
46- IDLE :
46+ STATES . IDLE :
4747 combo_count = 0
4848 $ AnimationPlayer .stop ()
4949 visible = false
5050 monitoring = false
51- ATTACK :
51+ STATES . ATTACK :
5252 attack_current = combo [combo_count - 1 ]
5353 $ AnimationPlayer .play (attack_current ['animation' ])
5454 visible = true
5555 monitoring = true
5656 state = new_state
5757
5858func _input (event ):
59- if not state == ATTACK :
59+ if not state == STATES . ATTACK :
6060 return
61- if attack_input_state != LISTENING :
61+ if attack_input_state != ATTACK_INPUT_STATES . LISTENING :
6262 return
6363 if event .is_action_pressed ('attack' ):
64- attack_input_state = REGISTERED
64+ attack_input_state = ATTACK_INPUT_STATES . REGISTERED
6565
6666func _physics_process (delta ):
67- if attack_input_state == REGISTERED and ready_for_next_attack :
67+ if attack_input_state == ATTACK_INPUT_STATES . REGISTERED and ready_for_next_attack :
6868 attack ()
6969
7070func attack ():
7171 combo_count += 1
72- _change_state (ATTACK )
72+ _change_state (STATES . ATTACK )
7373
7474# use with AnimationPlayer func track
7575func set_attack_input_listening ():
76- attack_input_state = LISTENING
76+ attack_input_state = ATTACK_INPUT_STATES . LISTENING
7777
7878# use with AnimationPlayer func track
7979func set_ready_for_next_attack ():
@@ -91,10 +91,10 @@ func _on_animation_finished(name):
9191 if not attack_current :
9292 return
9393
94- if attack_input_state == REGISTERED and combo_count < MAX_COMBO_COUNT :
94+ if attack_input_state == ATTACK_INPUT_STATES . REGISTERED and combo_count < MAX_COMBO_COUNT :
9595 attack ()
9696 else :
97- _change_state (IDLE )
97+ _change_state (STATES . IDLE )
9898 emit_signal ("attack_finished" )
9999
100100func _on_StateMachine_state_changed (current_state ):
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