Crosshair

This commit is contained in:
Marco 2025-06-26 15:38:28 +02:00
commit fe552608ee
13 changed files with 264 additions and 33 deletions

View file

@ -17,6 +17,8 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
[Export] public PlayerDamageReceiver3D DamageReceiver { get; private set; }
//[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);

View file

@ -1,4 +1,5 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -8,6 +9,8 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
[Export] private InputProvider _inputProvider;
[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
[Export] public int Speed { get; set; } = 45;
[Export] public int StrafeSpeed { get; set; } = 35;
[Export] public float Acceleration = 8f;
@ -65,6 +68,8 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
var rotatedMovementDirection = movementInput.Rotated(Mathf.DegToRad(-45f));
PlayerStorage.MovementDirection = new Vector3(rotatedMovementDirection.X, 0, rotatedMovementDirection.Y);
HitboxSpriteProvider.SetVisibility(_isStrafing);
}
public override void PhysicsProcess(double delta)