Working rotating turrets

This commit is contained in:
Marco 2025-05-26 11:13:22 +02:00
commit 1e5075eeb2
12 changed files with 278 additions and 66 deletions

View file

@ -8,24 +8,24 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
{
private IStateMachine<EnemyState, CharacterBody2D> _machine;
[Export] public PlayerAnimationProvider AnimationProvider { get; set; }
[Export] public EnemyStorageModule StorageModule { get; set; }
[Export] public ActorResourceProvider HealthProvider { get; set; }
[Export] public Vector2 TurretFacingDirection { get; set; } = Vector2.Down;
[Export] public float SweepAngle = 90f; // In degrees
[Export] public float SweepSpeed = 1f; // Speed of sweeping
[Export] public bool Debug = false; // Enable debug lines
[Export] public float SweepSpeed = 1f; // Speed of sweeping
[Export] public bool Debug = false; // Enable debug lines
//[Export] public NodePath SpritePath;
private float _currentAngle;
private float _sweepDirection = 1f;
private float _raycastLength;
public override void EnterState(EnemyState state)
{
AnimationProvider.SetAnimation(StorageModule.AimingDirection);
AnimationProvider.SetAnimation(Vector2.Zero);
//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
//AnimationProvider.SetAnimation(Vector2.Zero);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
@ -39,7 +39,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
public override void ExitState(EnemyState state)
{
AnimationProvider.SetAnimation(Vector2.Zero);
//AnimationProvider.SetAnimation(Vector2.Zero);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
@ -53,17 +53,27 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
public override void Process(double delta)
{
AnimationProvider.SetAnimation(StorageModule.AimingDirection);
if (StorageModule.AimingDirection == Vector2.Zero || TurretFacingDirection == Vector2.Zero)
return;
if (_machine.MainObject.Velocity == Vector2.Zero)
{
AnimationProvider.SetAnimation(Vector2.Zero);
}
// Calculate the angle between the turret's facing direction and the aim direction
float angleToTarget = TurretFacingDirection.AngleTo(StorageModule.AimingDirection); // radians
// Clamp the angle to within the sweep cone
float halfSweepRad = Mathf.DegToRad(SweepAngle / 2f);
float clampedAngle = Mathf.Clamp(angleToTarget, -halfSweepRad, halfSweepRad);
// Convert to degrees before passing to SweepSprite
float clampedAngleDeg = Mathf.RadToDeg(clampedAngle);
// Update the sprite based on this clamped angle
AnimationProvider.SweepSprite(clampedAngleDeg, SweepAngle);
//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
}
public override void PhysicsProcess(double delta)
{
}
private void Sweep(float delta)
@ -78,7 +88,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
_currentAngle = Mathf.Clamp(_currentAngle, -halfAngle, halfAngle);
}
}
private void DrawDebugLine(Vector2 endPoint)
{
// Request the node to redraw
@ -90,7 +100,7 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
{
AnimationProvider.SweepSprite(_currentAngle, SweepAngle);
}
private Vector2 _debugLineEndPoint;
public override void _Draw()
@ -100,5 +110,4 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
}
}
}