cirnogodot/Scripts/Components/Actors/ActorFreeMovement.cs

60 lines
No EOL
1.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class ActorFreeMovement : MovementHandler
{
public override Vector2 FacingDirection
{
get => _parent.FacingDirection;
set => _parent.FacingDirection = value;
}
public override Vector2 MovementDirection
{
get => _parent.MovementDirection;
set => _parent.MovementDirection = value;
}
[Export] public string StrafeAction { get; private set; } = "strafe";
public bool IsDestroyed => _parent.IsDestroyed;
public override void Init(Actor parent)
{
base.Init(parent);
MovementDirection = Vector2.Zero;
FacingDirection = Vector2.Down;
}
public override void Update(double delta)
{
}
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
MovementDirection = AggregateInputProviders().Normalized();
var aimingDirection = GetAimingDirection().Normalized();
var isStrafing = GetActionPressed(StrafeAction);
if (!isStrafing && aimingDirection.Length() > 0.1f)
{
FacingDirection = aimingDirection;
}
else if (MovementDirection != Vector2.Zero)
{
FacingDirection = MovementDirection;
}
_parent.Velocity = MovementDirection * _parent.MovementSpeed;
_parent.MoveAndSlide();
}
}