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54 lines
2.0 KiB
54 lines
2.0 KiB
using Godot;
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using System;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Fight;
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public partial class FightHappeningStateDebugger : Node
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{
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[Export] private Label _label;
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private FightWorld.FightHappeningData Data => FightWorld.Instance.fightHappeningData!;
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public void StateChange(FightHappening.FightState from, FightHappening.FightState to)
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{
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_label.Text += $"State changed from {from} to {to}\n";
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switch (to)
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{
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case FightHappening.FightState.None:
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break;
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case FightHappening.FightState.FightStartAnim:
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break;
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case FightHappening.FightState.FightersEnter:
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break;
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case FightHappening.FightState.FightersEnterAnim:
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_label.Text +=
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$" {Data.fightersEnterStaging!.enteringAllyFighters.Count} allies " +
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$"and {Data.fightersEnterStaging.enteringEnemyFighters.Count} enemies are entering the fight.\n";
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break;
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case FightHappening.FightState.NextFighter:
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break;
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case FightHappening.FightState.StateCheck:
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break;
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case FightHappening.FightState.InputActionSelect:
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break;
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case FightHappening.FightState.ActionCheckDetails:
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break;
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case FightHappening.FightState.InputActionDetail:
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break;
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case FightHappening.FightState.ActionExecute:
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_label.Text += $" Executing action: {Data.actionStaging!.GetType()}\n";
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break;
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case FightHappening.FightState.ActionAnim:
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break;
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case FightHappening.FightState.EnemyActionSelect:
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break;
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case FightHappening.FightState.PlayerWin:
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break;
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case FightHappening.FightState.EnemyWin:
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(to), to, null);
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}
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}
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}
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