Camera Player Detection sweep

This commit is contained in:
Marco 2025-02-04 18:17:36 +01:00
commit da1fde4062
3 changed files with 139 additions and 6 deletions

View file

@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://Scripts/Actors/Camera.cs" id="1_2qb38"]
[ext_resource type="SpriteFrames" uid="uid://yfxog8pww6ih" path="res://Resources/Sprites/Camera.tres" id="2_omkb8"]
[ext_resource type="Script" path="res://Scripts/Components/ProximityPlayerDetection.cs" id="3_1qxk5"]
[ext_resource type="Script" path="res://Scripts/Components/CameraPlayerDetection.cs" id="3_ax0x5"]
[sub_resource type="CircleShape2D" id="CircleShape2D_nkpag"]
@ -14,7 +14,7 @@ size = Vector2(8, 12)
[node name="Camera" type="CharacterBody2D" node_paths=PackedStringArray("_playerDetection")]
collision_layer = 16
collision_mask = 73
collision_mask = 75
script = ExtResource("1_2qb38")
Health = 1.0
WalkSpeed = 0.0
@ -29,12 +29,13 @@ frame_progress = 0.779565
shape = SubResource("CircleShape2D_nkpag")
[node name="PlayerDetection" type="Area2D" parent="."]
visible = false
collision_layer = 16
collision_mask = 2
script = ExtResource("3_1qxk5")
script = ExtResource("3_ax0x5")
SweepSpeed = 10.0
Debug = true
[node name="PlayerDetectionArea" type="CollisionShape2D" parent="PlayerDetection"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="PlayerDetection"]
shape = SubResource("CircleShape2D_gs7jc")
[node name="DamageHitbox" type="Area2D" parent="."]

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,129 @@
using System.Diagnostics;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components;
public partial class CameraPlayerDetection : PlayerDetection
{
[Export] public float SweepAngle = 90f; // In degrees
[Export] public float SweepSpeed = 1f; // Speed of sweeping
[Export] public bool Debug = false; // Enable debug lines
private float _currentAngle;
private float _sweepDirection = 1f;
private float _raycastLength;
public override void _Ready()
{
base._Ready();
var collisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
if (collisionShape.Shape is CircleShape2D circle)
{
_raycastLength = circle.Radius;
}
}
public override void _PhysicsProcess(double delta)
{
base._PhysicsProcess(delta);
SweepCamera((float)delta);
}
private void SweepCamera(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);
}
// if (result.Count > 0 && result["collider"] is InteractionController interactionController && interactionController == _cachedPlayer)
// {
// GD.Print("Player detected!");
// // Handle detection logic here
// }
}
private void DrawDebugLine(Vector2 endPoint)
{
// Request the node to redraw
QueueRedraw();
_debugLineEndPoint = endPoint;
}
private Vector2 _debugLineEndPoint;
public override void _Draw()
{
if (Debug)
{
DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
}
}
public override bool IsPlayerInSight(uint collisionMask)
{
if (_cachedPlayer == null) return false;
Vector2 direction = new Vector2(0, 1).Rotated(Mathf.DegToRad(_currentAngle));
Vector2 rayEnd = GlobalPosition + direction * _raycastLength;
// Perform raycast
var spaceState = GetWorld2D().DirectSpaceState;
var query = PhysicsRayQueryParameters2D.Create(GlobalPosition, rayEnd);
query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };
query.CollideWithAreas = true;
query.CollideWithBodies = true;
query.CollisionMask = collisionMask;
var result = spaceState.IntersectRay(query);
bool detected = false;
Vector2 debugLineEnd = rayEnd;
if (result.Count > 0)
{
Node colliderNode = result["collider"].As<Node>();
if (colliderNode is InteractionController interactionController && interactionController == _cachedPlayer)
{
GD.Print("Player detected!");
detected = true;
// Handle detection logic here
}
// Adjust debug line to collision point
debugLineEnd = (Vector2)result["position"];
}
if (Debug)
{
DrawDebugLine(debugLineEnd);
}
return detected;
}
private void _on_area_entered(Area2D area)
{
// Assume area is player for now
if (area is not InteractionController player) return;
GD.Print("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;
}
}