Turret animation controller

This commit is contained in:
MaddoScientisto 2025-05-24 22:45:17 +02:00
commit 63aeb0a6e9
2 changed files with 117 additions and 0 deletions

View file

@ -73,6 +73,19 @@ public partial class PlayerAnimationProvider : Node2D
}
}
public void SweepSprite(float angle, float sweepAngle)
{
if (_animatedSprite == null) return;
var frames = _animatedSprite.SpriteFrames.GetFrameCount("default");
// Map angle (-SweepAngle/2 to +SweepAngle/2) to frame (0 to 5)
float normalizedAngle = (angle + (sweepAngle / 2)) / sweepAngle;
int frame = Mathf.Clamp((int)(normalizedAngle * frames), 0, frames);
_animatedSprite.Frame = frame;
}
public void SetAnimation(Vector2 direction)
{

View file

@ -0,0 +1,104 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBody2D>
{
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 float SweepAngle = 90f; // In degrees
[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);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
}
}
private void HealthProviderOnResourceDecreased(float oldValue, float newValue, float maxValue)
{
AnimationProvider?.Blink();
}
public override void ExitState(EnemyState state)
{
AnimationProvider.SetAnimation(Vector2.Zero);
if (HealthProvider is not null)
{
HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
}
}
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
_machine = machine;
}
public override void Process(double delta)
{
AnimationProvider.SetAnimation(StorageModule.AimingDirection);
if (_machine.MainObject.Velocity == Vector2.Zero)
{
AnimationProvider.SetAnimation(Vector2.Zero);
}
}
public override void PhysicsProcess(double delta)
{
}
private void Sweep(float delta)
{
_currentAngle += _sweepDirection * SweepSpeed * delta;
// Clamp angle within the sweep range
float halfAngle = SweepAngle / 2f;
if (_currentAngle > halfAngle || _currentAngle < -halfAngle)
{
_sweepDirection *= -1f;
_currentAngle = Mathf.Clamp(_currentAngle, -halfAngle, halfAngle);
}
}
private void DrawDebugLine(Vector2 endPoint)
{
// Request the node to redraw
QueueRedraw();
_debugLineEndPoint = endPoint;
}
private void UpdateSpriteDirection()
{
AnimationProvider.SweepSprite(_currentAngle, SweepAngle);
}
private Vector2 _debugLineEndPoint;
public override void _Draw()
{
if (Debug)
{
DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
}
}
}