def idleTargetState(self): # Process hit detect from target mode if (hitFromTarget(self)): return self.targetManager.activeHeadTrack() # If respect ground rule if ( self.respectGroundRule(endTargetState) ): # if always found enemy and z key is holded if (self.targetManager.canFindObject() and self.gamepad.isZPressed() ): # * Jump attack if (self.gamepad.isActionPressed() and self.armed): start_jumpAttack(self) return # Basic combo attack if (self.gamepad.isAttackPressed()): if (self.armed == False): self.activeArmedMode() else: start_basicSwordAttack1State(self) elif ( self.targetManager.targetMovement(self) ): self.switchState(PlayerState.STRAFE_STATE) else: self.rig.playTargetIdle() else: self.targetManager.deactivateTargetMode() self.switchState(PlayerState.IDLE_STATE)
def idleTargetState(self): # Process hit detect from target mode if (hitFromTarget(self)): return if (self.targetManager.active): if (self.targetManager.isHaveTargetObject()): self.targetManager.activeHeadTrack() else: endTargetState(self) self.switchState(PlayerState.IDLE_STATE) return # If respect ground rule if (self.respectGroundRule(endTargetState)): # if always found enemy and z key is holded if (self.targetManager.active and self.gamepad.isZPressed()): # * Jump attack if (self.gamepad.isActionPressed() and self.fightManager.isUnsheated()): if (self.targetManager.parry): start_specialRollState(self) else: start_jumpAttack(self) return # Basic combo attack if (self.gamepad.isAttackPressed() and self.fightManager.canUseSword()): if (not self.fightManager.isUnsheated()): self.unsheat() else: start_basicSwordAttack1State(self) elif (self.targetManager.targetMovement(self)): self.switchState(PlayerState.STRAFE_STATE) else: self.rig.playTargetIdle() else: self.switchState(PlayerState.IDLE_STATE)
def idleTargetState(self): # Process hit detect from target mode if hitFromTarget(self): return if self.targetManager.active: if self.targetManager.isHaveTargetObject(): self.targetManager.activeHeadTrack() else: endTargetState(self) self.switchState(PlayerState.IDLE_STATE) return # If respect ground rule if self.respectGroundRule(endTargetState): # if always found enemy and z key is holded if self.targetManager.active and self.gamepad.isZPressed(): # * Jump attack if self.gamepad.isActionPressed() and self.fightManager.isUnsheated(): if self.targetManager.parry: start_specialRollState(self) else: start_jumpAttack(self) return # Basic combo attack if self.gamepad.isAttackPressed() and self.fightManager.canUseSword(): if not self.fightManager.isUnsheated(): self.unsheat() else: start_basicSwordAttack1State(self) elif self.targetManager.targetMovement(self): self.switchState(PlayerState.STRAFE_STATE) else: self.rig.playTargetIdle() else: self.switchState(PlayerState.IDLE_STATE)