The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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559 lines
15 KiB
559 lines
15 KiB
#include "Monster.h"
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#include "Player.h"
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#include "Crawler.h"
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#include "DamageNumber.h"
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#include "Bullet.h"
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#include "BulletTypes.h"
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#include "DEFINES.h"
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_ANIMATION_DATA
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INCLUDE_SPAWNER_LIST
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INCLUDE_BULLET_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_game
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const float Player::GROUND_SLAM_SPIN_TIME=0.6f;
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Player::Player()
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:state(State::NORMAL),lastReleasedMovementKey(DOWN),facingDirection(DOWN){}
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Player::Player(Player*player)
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:pos(player->GetPos()),vel(player->GetVelocity()),iframe_time(player->iframe_time),lastReleasedMovementKey(DOWN),
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facingDirection(DOWN),state(State::NORMAL){}
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bool Player::SetX(float x){
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vf2d newPos={x,pos.y};
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vi2d tilePos=vi2d(newPos/24)*24;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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#pragma region lambdas
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auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
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#pragma endregion
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if(NoTileCollisionExistsHere()){
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pos.x=std::clamp(x,12.f*GetSizeMult(),float(game->WORLD_SIZE.x*24-12*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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#pragma region lambdas
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auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
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#pragma endregion
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collision.pos+=tilePos;
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if(NoPlayerCollisionWithTile()){
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pos.x=std::clamp(x,12.f*GetSizeMult(),float(game->WORLD_SIZE.x*24-12*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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};
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bool Player::SetY(float y){
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vf2d newPos={pos.x,y};
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vi2d tilePos=vi2d(newPos/24)*24;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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#pragma region lambdas
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auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
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#pragma endregion
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if(NoTileCollisionExistsHere()){
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pos.y=std::clamp(y,12.f*GetSizeMult(),float(game->WORLD_SIZE.y*24-12*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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#pragma region lambdas
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auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
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#pragma endregion
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collision.pos+=tilePos;
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if(NoPlayerCollisionWithTile()){
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pos.y=std::clamp(y,12.f*GetSizeMult(),float(game->WORLD_SIZE.y*24-12*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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}
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void Player::SetZ(float z){
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this->z=z;
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}
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bool Player::SetPos(vf2d pos){
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bool resultX=SetX(pos.x);
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bool resultY=SetY(pos.y);
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if(resultY&&!resultX){
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resultX=SetX(pos.x);
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}
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return resultX|resultY;
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}
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vf2d&Player::GetPos(){
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return pos;
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}
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float Player::GetX(){
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return pos.x;
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}
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float Player::GetY(){
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return pos.y;
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}
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float Player::GetZ(){
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return z;
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}
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int Player::GetHealth(){
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return hp;
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}
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int Player::GetMaxHealth(){
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return maxhp;
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}
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int Player::GetMana(){
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return mana;
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}
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int Player::GetMaxMana() {
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return maxmana;
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}
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int Player::GetAttack(){
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float mod_atk=atk;
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for(Buff&b:GetBuffs(BuffType::ATTACK_UP)){
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mod_atk+=atk*b.intensity;
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}
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return int(mod_atk);
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}
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float Player::GetMoveSpdMult(){
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float mod_moveSpd=moveSpd;
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for(Buff&b:GetBuffs(BuffType::SLOWDOWN)){
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mod_moveSpd-=moveSpd*b.intensity;
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}
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return mod_moveSpd;
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}
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float Player::GetSizeMult(){
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return size;
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}
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float Player::GetAttackRangeMult(){
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return attack_range;
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}
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float Player::GetSpinAngle(){
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return spin_angle;
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}
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State Player::GetState(){
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return state;
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}
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void Player::Update(float fElapsedTime){
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Ability&rightClickAbility=GetRightClickAbility(),
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&ability=GetAbility1(),
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&ability2=GetAbility2(),
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&ability3=GetAbility3(),
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&ability4=GetAbility4();
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attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
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iframe_time=std::max(0.f,iframe_time-fElapsedTime);
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notEnoughManaDisplay.second=std::max(0.f,notEnoughManaDisplay.second-fElapsedTime);
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notificationDisplay.second=std::max(0.f,notificationDisplay.second-fElapsedTime);
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manaTickTimer-=fElapsedTime;
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if(castInfo.castTimer>0){
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castInfo.castTimer-=fElapsedTime;
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if(castInfo.castTimer<=0){
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if(castPrepAbility->action(this,castInfo.castPos)){
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castPrepAbility->cooldown=castPrepAbility->COOLDOWN_TIME;
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mana-=castPrepAbility->manaCost;
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}
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castInfo.castTimer=0;
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SetState(State::NORMAL);
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}
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}
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while(manaTickTimer<=0){
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manaTickTimer+=0.2;
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mana=std::min(maxmana,mana+1);
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}
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for(std::vector<Buff>::iterator it=buffList.begin();it!=buffList.end();++it){
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Buff&b=*it;
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b.duration-=fElapsedTime;
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if(b.duration<=0){
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it=buffList.erase(it);
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if(it==buffList.end())break;
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}
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}
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//Class-specific update events.
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OnUpdate(fElapsedTime);
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switch(state){
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case SPIN:{
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switch(facingDirection){
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case UP:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=DOWN;
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animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_S);
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}
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}break;
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case DOWN:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=UP;
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animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_N);
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}
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}break;
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}
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if(facingDirection==RIGHT){
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spin_angle+=spin_spd*fElapsedTime;
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} else {
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spin_angle-=spin_spd*fElapsedTime;
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}
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if(spin_attack_timer>0){
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z=50*sin(3.3*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
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spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
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} else {
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SetState(NORMAL);
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spin_angle=0;
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z=0;
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float numb=4;
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game->HurtEnemies(pos,3*12,GetAttack()*2.5,OnUpperLevel());
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game->AddEffect(std::make_unique<Effect>(GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_FRONT,upperLevel,1.33f,0.6f),std::make_unique<Effect>(GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_BACK,upperLevel,1.33f,0.6f));
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}
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if(lastAnimationFlip>0){
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lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}break;
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case BLOCK:{
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if(rightClickAbility.COOLDOWN_TIME-rightClickAbility.cooldown>3){
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SetState(NORMAL);
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}
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}break;
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case SWING_SONIC_SWORD:{
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if(ability3.COOLDOWN_TIME-ability3.cooldown>0.5){
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SetState(NORMAL);
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switch(facingDirection){
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case DOWN:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_S);
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}break;
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case RIGHT:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_E);
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}break;
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case LEFT:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_W);
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}break;
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case UP:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_N);
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}break;
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}
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}break;
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case TELEPORT:{
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teleportAnimationTimer=std::max(0.f,teleportAnimationTimer-fElapsedTime);
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if(teleportAnimationTimer<=0){
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SetPos(teleportTarget);
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SetState(NORMAL);
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}break;
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default:{
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//Update animations normally.
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animation.UpdateState(internal_animState,fElapsedTime);
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}
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}
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rightClickAbility.cooldown-=fElapsedTime;
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ability.cooldown-=fElapsedTime;
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ability2.cooldown-=fElapsedTime;
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ability3.cooldown-=fElapsedTime;
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ability4.cooldown-=fElapsedTime;
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if(rightClickAbility.cooldown<0){
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rightClickAbility.cooldown=0;
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}
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if(ability.cooldown<0){
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ability.cooldown=0;
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}
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if(ability2.cooldown<0){
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ability2.cooldown=0;
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}
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if(ability3.cooldown<0){
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ability3.cooldown=0;
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}
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if(ability4.cooldown<0){
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ability4.cooldown=0;
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}
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for(Monster&m:MONSTER_LIST){
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if(iframe_time==0&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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if(m.IsAlive()){
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m.Collision(this);
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}
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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if(vel.x>0){
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vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
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} else {
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vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
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}
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if(vel.y>0){
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vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
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} else {
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vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
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}
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if(vel!=vf2d{0,0}){
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float newX=pos.x+vel.x*fElapsedTime;
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float newY=pos.y+vel.y*fElapsedTime;
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SetX(newX);
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SetY(newY);
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}
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if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
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AutoAttack();
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}
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auto AllowedToCast=[&](Ability&ability){return !ability.precastInfo.precastTargetingRequired&&GetState()!=State::ANIMATION_LOCK;};
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//If pressed is set to false, uses held instead.
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auto CheckAndPerformAbility=[&](Ability&ability,HWButton key){
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if(ability.name!="???"){
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if(ability.cooldown==0&&GetMana()>=ability.manaCost){
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if(key.bHeld||key.bReleased&&&ability==castPrepAbility&&GetState()==State::PREP_CAST){
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if(AllowedToCast(ability)&&ability.action(this,{})){
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ability.cooldown=ability.COOLDOWN_TIME;
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mana-=ability.manaCost;
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}else
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if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL){
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PrepareCast(ability);
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}
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}
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} else
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if(ability.cooldown==0&&GetMana()<ability.manaCost&&key.bPressed){
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notEnoughManaDisplay={ability.name,1};
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}
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}
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};
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CheckAndPerformAbility(GetAbility1(),game->GetKey(Crawler::KEY_ABILITY1));
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CheckAndPerformAbility(GetAbility2(),game->GetKey(Crawler::KEY_ABILITY2));
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CheckAndPerformAbility(GetAbility3(),game->GetKey(Crawler::KEY_ABILITY3));
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CheckAndPerformAbility(GetAbility4(),game->GetKey(Crawler::KEY_ABILITY4));
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CheckAndPerformAbility(GetRightClickAbility(),game->GetMouse(1));
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if(GetState()==State::PREP_CAST){
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#define CheckAbilityKeyReleasedAndCastSpell(ability,input) \
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if(&ability==castPrepAbility&&input.bReleased){CastSpell(ability);}
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CheckAbilityKeyReleasedAndCastSpell(rightClickAbility,game->GetMouse(1))
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else
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CheckAbilityKeyReleasedAndCastSpell(ability,game->GetKey(Crawler::KEY_ABILITY1))
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else
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CheckAbilityKeyReleasedAndCastSpell(ability2,game->GetKey(Crawler::KEY_ABILITY2))
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else
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CheckAbilityKeyReleasedAndCastSpell(ability3,game->GetKey(Crawler::KEY_ABILITY3))
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else
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CheckAbilityKeyReleasedAndCastSpell(ability4,game->GetKey(Crawler::KEY_ABILITY4))
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}
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switch(GetState()){
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case SWING_SWORD:{
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switch(GetFacingDirection()){
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case UP:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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}break;
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case DOWN:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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}break;
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case LEFT:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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}break;
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case RIGHT:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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}break;
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}
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SetSwordSwingTimer(GetSwordSwingTimer()-fElapsedTime);
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if(GetSwordSwingTimer()<=0){
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SetSwordSwingTimer(0);
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SetState(State::NORMAL);
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}
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}break;
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}
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}
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float Player::GetSwordSwingTimer(){
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return swordSwingTimer;
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}
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void Player::SetSwordSwingTimer(float val){
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swordSwingTimer=val;
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}
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void Player::SetState(State newState){
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state=newState;
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}
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vf2d Player::GetVelocity(){
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return vel;
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}
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bool Player::CanMove(){
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return state!=State::CASTING&&state!=State::ANIMATION_LOCK;
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}
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bool Player::HasIframes(){
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return iframe_time>0;
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}
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bool Player::Hurt(int damage,bool onUpperLevel){
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if(hp<=0||iframe_time!=0||OnUpperLevel()!=onUpperLevel) return false;
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if(state==State::BLOCK)damage=0;
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float mod_dmg=damage;
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for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
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mod_dmg-=damage*b.intensity;
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}
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hp=std::max(0,hp-int(mod_dmg));
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DAMAGENUMBER_LIST.push_back(DamageNumber(pos,int(mod_dmg)));
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return true;
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}
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void Player::AddAnimation(AnimationState state){
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animation.AddState(state,ANIMATION_DATA[state]);
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}
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void Player::UpdateAnimation(AnimationState animState,int specificClass){
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if(specificClass==ANY||specificClass&GetClass()){
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animation.ChangeState(internal_animState,animState);
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}
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}
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Animate2D::Frame Player::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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void Player::SetLastReleasedMovementKey(Key k){
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lastReleasedMovementKey=k;
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}
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Key Player::GetLastReleasedMovementKey(){
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return lastReleasedMovementKey;
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}
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void Player::SetFacingDirection(Key direction){
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facingDirection=direction;
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}
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Key Player::GetFacingDirection(){
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return facingDirection;
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}
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void Player::Moved(){
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for(MonsterSpawner&spawner:SPAWNER_LIST){
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if(!spawner.SpawnTriggered()&&spawner.DoesUpperLevelSpawning()==OnUpperLevel()&&geom2d::contains(geom2d::rect<float>{spawner.GetPos(),spawner.GetRange()},pos)){
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spawner.SetTriggered(true);
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}
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}
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ZoneData&zoneData=game->GetZoneData(game->GetCurrentLevel());
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for(geom2d::rect<int>&upperLevelZone:zoneData["UpperZone"]){
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if(geom2d::overlaps(upperLevelZone,pos)){
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upperLevel=true;
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}
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}
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for(geom2d::rect<int>&lowerLevelZone:zoneData["LowerZone"]){
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if(geom2d::overlaps(lowerLevelZone,pos)){
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upperLevel=false;
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}
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}
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}
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void Player::Spin(float duration,float spinSpd){
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state=State::SPIN;
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spin_attack_timer=duration;
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spin_spd=spinSpd;
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spin_angle=0;
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}
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void Player::UpdateWalkingAnimation(Key direction){
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AnimationState anim;
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switch(direction){
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case UP:anim=GetWalkNAnimation();break;
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case RIGHT:anim=GetWalkEAnimation();break;
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case DOWN:anim=GetWalkSAnimation();break;
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case LEFT:anim=GetWalkWAnimation();break;
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}
|
|
UpdateAnimation(anim);
|
|
}
|
|
|
|
void Player::UpdateIdleAnimation(Key direction){
|
|
AnimationState anim;
|
|
switch(direction){
|
|
case UP:anim=GetIdleNAnimation();break;
|
|
case RIGHT:anim=GetIdleEAnimation();break;
|
|
case DOWN:anim=GetIdleSAnimation();break;
|
|
case LEFT:anim=GetIdleWAnimation();break;
|
|
}
|
|
UpdateAnimation(anim);
|
|
}
|
|
|
|
void Player::AddBuff(BuffType type,float duration,float intensity){
|
|
buffList.push_back(Buff{type,duration,intensity});
|
|
}
|
|
|
|
bool Player::OnUpperLevel(){
|
|
return upperLevel;
|
|
}
|
|
|
|
std::vector<Buff>Player::GetBuffs(BuffType buff){
|
|
std::vector<Buff>filteredBuffs;
|
|
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
|
|
return filteredBuffs;
|
|
}
|
|
|
|
void Player::CastSpell(Ability&ability){
|
|
vf2d castPosition=game->GetWorldMousePos();
|
|
float distance=sqrt(pow(GetX()-game->GetWorldMousePos().x,2)+pow(GetY()-game->GetWorldMousePos().y,2));
|
|
if(distance>ability.precastInfo.range){//Clamp the distance.
|
|
vf2d pointToCursor = {game->GetWorldMousePos().x-GetX(),game->GetWorldMousePos().y-GetY()};
|
|
pointToCursor=pointToCursor.norm()*ability.precastInfo.range;
|
|
castPosition=GetPos()+pointToCursor;
|
|
}
|
|
castInfo={ability.name,ability.precastInfo.castTime,ability.precastInfo.castTime,castPosition};
|
|
SetState(State::CASTING);
|
|
}
|
|
|
|
CastInfo&Player::GetCastInfo(){
|
|
return castInfo;
|
|
}
|
|
|
|
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
|
|
std::vector<vf2d>pathing=game->pathfinder.Solve_AStar(pos,targetPos,8,upperLevel);
|
|
return pathing.size()>0&&pathing.size()<8;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
|
|
}
|
|
|
|
void Player::PrepareCast(Ability&ability){
|
|
castPrepAbility=&ability;
|
|
SetState(State::PREP_CAST);
|
|
}
|
|
|
|
void Player::SetVelocity(vf2d vel){
|
|
this->vel=vel;
|
|
}
|
|
|
|
void Player::SetAnimationBasedOnTargetingDirection(float targetDirection){
|
|
if(targetDirection<=PI/4&&targetDirection>-PI/4){
|
|
UpdateAnimation(AnimationState::RANGER_SHOOT_E);
|
|
} else
|
|
if(targetDirection>=3*PI/4||targetDirection<-3*PI/4){
|
|
UpdateAnimation(AnimationState::RANGER_SHOOT_W);
|
|
} else
|
|
if(targetDirection<=3*PI/4&&targetDirection>PI/4){
|
|
UpdateAnimation(AnimationState::RANGER_SHOOT_S);
|
|
} else
|
|
if(targetDirection>=-3*PI/4&&targetDirection<-PI/4){
|
|
UpdateAnimation(AnimationState::RANGER_SHOOT_N);
|
|
}
|
|
} |