Movement for nodes patterns

This commit is contained in:
Marco 2025-05-09 17:06:45 +02:00
commit e4d7a9159f
6 changed files with 172 additions and 96 deletions

View file

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using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
public partial class NodeMovementPattern : AttackPattern
{
[Export] private Vector2 relativeTargetPosition;
[Export] private float moveDuration = 2f;
[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
public override IPatternMachine MakeMachine(Node2D parent)
{
return new NodeMovementPatternMachine(this, parent);
}
public class NodeMovementPatternMachine(NodeMovementPattern pattern, Node2D parent) : IPatternMachine
{
public Node2D Parent => parent;
private Tween tween;
private bool isComplete = false;
public void Start()
{
if (Parent is not IScriptHost scriptHost)
{
GD.PrintErr("Parent was not a script host");
isComplete = true;
return;
}
tween = Parent.CreateTween();
isComplete = false;
Vector2 targetPosition = (scriptHost?.HomePosition ?? Parent.GlobalPosition) + pattern.relativeTargetPosition;
tween.TweenProperty(Parent, "global_position", targetPosition, pattern.moveDuration)
.SetTrans(pattern.transitionType)
.SetEase(pattern.easeType)
.Finished += () =>
{
isComplete = true;
};
}
public void UpdatePattern(double delta) { }
public bool IsComplete()
{
return isComplete;
}
}
}