@export var target: Player
@onready var me: Player = $".."
+@export var time_walking := 0.0
+@export var time_walking_paused := 0.0
+var started_walking := 0.0
+
@export var time_between_slashes := 1.0
var last_slash := 0.0
@export var time_between_shots := 1.0
var last_shot := 0.0
+@export var walk_speed := 1.0
func get_movement_direction() -> Vector2:
# TODO: pathing
func get_player_input() -> InputPacket:
var p: InputPacket = InputPacket.new()
- var vector_to_target := target.global_position - me.global_position
- p.player_movement_direction = get_movement_direction()
- if p.player_movement_direction != Vector2.ZERO and vector_to_target.length() > 1.5:
- p.player_actions.append("Walk")
-
if target.state_name != "Death":
var now := Time.get_unix_time_from_system()
+ var vector_to_target := target.global_position - me.global_position
+
+ p.player_movement_direction = get_movement_direction()
+ if (now - started_walking) < time_walking:
+ if p.player_movement_direction != Vector2.ZERO and vector_to_target.length() > 1.5:
+ p.player_actions.append("Walk")
+ elif (now - started_walking) > (time_walking + time_walking_paused):
+ started_walking = now
+
if vector_to_target.length() < 2:
if (now - last_slash) > time_between_slashes:
p.player_combat_actions.append("slash")