Basic animations for base drone model
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@abstract
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class_name Machine
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extends Node
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@export var model_name : StringName
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@export var carry_capacity : float
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@export var hit_points : float
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@export var fuel_tank_capacity : float
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@export var movement_speed : float
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var states : Array
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var add_on_slots : int
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var machine_upgrades : Dictionary
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var ability_timer : Timer
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var action_timer : Timer
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var self_body : CharacterBody2D
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var current_fuel_in_tank : float
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@abstract func primary_action() -> float
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@abstract func secondary_action() -> float
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@abstract func model_ability() -> float
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@abstract func class_ability() -> float
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func interact() -> void :
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pass
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func _physics_process(delta: float) -> void:
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_movement(delta)
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_ability_process(delta)
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_action_process(delta)
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self_body.move_and_slide()
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func _movement(delta: float) -> void :
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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self.velocity = input_direction * movement_speed
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func _action_process(delta:float) -> void :
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if !action_timer.is_stopped() :
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if Input.is_action_just_pressed("primary_action") :
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action_timer.start(primary_action())
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elif Input.is_action_just_pressed("secondary_action") :
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action_timer.start(secondary_action())
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func _ability_process(delta:float) -> void :
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if !ability_timer.is_stopped() :
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if Input.is_action_just_pressed("class_ability") :
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ability_timer.start(class_ability())
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elif Input.is_action_just_pressed("model_ability") :
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ability_timer.start(model_ability())
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