Moved player detection to external script

This commit is contained in:
Marco 2025-02-04 10:03:04 +01:00
commit d8e1459194
8 changed files with 237 additions and 69 deletions

View file

@ -0,0 +1,17 @@
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components;
public partial class PlayerDetection : Area2D
{
public InteractionController CachedPlayer => _cachedPlayer;
protected InteractionController _cachedPlayer;
public virtual bool IsPlayerInRange { get; set; }
public virtual bool IsPlayerInSight(uint collisionMask)
{
return false;
}
}

View file

@ -0,0 +1,45 @@
using System.Diagnostics;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components;
public partial class ProximityPlayerDetection : PlayerDetection
{
public override bool IsPlayerInRange { get; set; }
public override bool IsPlayerInSight(uint collisionMask)
{
if (_cachedPlayer == null) return false;
var spaceState = GetWorld2D().DirectSpaceState;
// I have no idea why I need to use the parent's collision mask instead of the local one but it doesn't detect the player otherwise
var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, collisionMask, new Array<Rid> { GetRid() });
// var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Array<Rid> { GetRid() });
var result = spaceState.IntersectRay(query);
// If count is 0 then the player is in sight, otherwise there is level geometry in the way
return result.Count == 0;
}
private void _on_area_entered(Area2D area)
{
// Assume area is player for now
if (area is not InteractionController player) return;
Debug.WriteLine("Enemy detection area Entered by interaction controller");
_cachedPlayer = player;
IsPlayerInRange = true;
}
private void _on_area_exited(Area2D area)
{
if (area is not InteractionController player) return;
IsPlayerInRange = false;
}
}

View file

@ -2,6 +2,8 @@ using Cirno.Scripts;
using Godot;
using System;
using System.Diagnostics;
using Cirno.Scripts.Components;
using Godot.Collections;
public partial class Enemy : CharacterBody2D
{
@ -21,10 +23,13 @@ public partial class Enemy : CharacterBody2D
private bool _isDestroyed = false;
private NavigationAgent2D _navigationAgent;
private bool _isPlayerInRange = false;
private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
private Vector2? _lastPlayerPosition = null;
[Export]
private PlayerDetection _playerDetection;
[Export] public bool NavigationEnabled { get; set; } = false;
@ -35,6 +40,10 @@ public partial class Enemy : CharacterBody2D
_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
//var asdf = GetNode<ProximityPlayerDetection>("PlayerDetection");
//_playerDetection = GetNode<PlayerDetection>("PlayerDetection");
//CallDeferred("Setup");
}
@ -67,15 +76,19 @@ public partial class Enemy : CharacterBody2D
switch (_currentState)
{
case EnemyState.Idle:
HandlePlayerDetection();
if (_playerDetection != null && _playerDetection.IsPlayerInSight(CollisionMask))
{
_currentState = EnemyState.Alert;
}
//HandlePlayerDetection();
break;
case EnemyState.Alert:
// Update last known player position if it's in range
if (_isPlayerInRange)
if (IsPlayerInRange)
{
_lastPlayerPosition = _cachedPlayer.GlobalPosition;
_lastPlayerPosition = _playerDetection.CachedPlayer.GlobalPosition;
}
if (_lastPlayerPosition.HasValue)
@ -127,25 +140,25 @@ public partial class Enemy : CharacterBody2D
}
private void HandlePlayerDetection()
{
if (_cachedPlayer == null)
{
return;
}
if (IsPlayerInSight())
{
// Update player position only if player is in sight
// if (NavigationEnabled)
// {
// _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
// }
//Shoot();
_currentState = EnemyState.Alert;
}
}
// private void HandlePlayerDetection()
// {
// if (_cachedPlayer == null)
// {
// return;
// }
//
// if (IsPlayerInSight())
// {
// // Update player position only if player is in sight
// // if (NavigationEnabled)
// // {
// // _navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
// // }
// //Shoot();
//
// _currentState = EnemyState.Alert;
// }
// }
private void Shoot()
{
@ -178,45 +191,45 @@ public partial class Enemy : CharacterBody2D
// }
}
private bool IsPlayerInSight()
{
var spaceState = GetWorld2D().DirectSpaceState;
var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
var result = spaceState.IntersectRay(query);
// private bool IsPlayerInSight()
// {
// var spaceState = GetWorld2D().DirectSpaceState;
// var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
// var result = spaceState.IntersectRay(query);
//
// // If count is 0 then the player is in sight, otherwise there is level geometry in the way
// return result.Count == 0;
//
// // if (result.Count > 0)
// // GD.Print("Hit at point: ", result["position"]);
// }
// If count is 0 then the player is in sight, otherwise there is level geometry in the way
return result.Count == 0;
// if (result.Count > 0)
// GD.Print("Hit at point: ", result["position"]);
}
private void _on_player_detection_area_entered(Area2D area)
{
// Assume area is player for now
if (area is InteractionController player)
{
Debug.WriteLine("Enemy detection area Entered by interaction controller");
_cachedPlayer = player;
_isPlayerInRange = true;
// if (_currentState is EnemyState.Idle)
// {
// _currentState = EnemyState.Primed;
// }
}
}
private void _on_player_detection_area_exited(Area2D area)
{
_isPlayerInRange = false;
// if (_currentState is EnemyState.Primed)
// {
// _currentState = EnemyState.Idle;
// }
}
// private void _on_player_detection_area_entered(Area2D area)
// {
// // Assume area is player for now
// if (area is InteractionController player)
// {
// Debug.WriteLine("Enemy detection area Entered by interaction controller");
//
// _cachedPlayer = player;
//
// _isPlayerInRange = true;
// // if (_currentState is EnemyState.Idle)
// // {
// // _currentState = EnemyState.Primed;
// // }
// }
// }
//
// private void _on_player_detection_area_exited(Area2D area)
// {
// _isPlayerInRange = false;
//
// // if (_currentState is EnemyState.Primed)
// // {
// // _currentState = EnemyState.Idle;
// // }
// }
private void _on_damage_hitbox_area_entered(Area2D area)
{