mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
148 lines
No EOL
4.3 KiB
C#
148 lines
No EOL
4.3 KiB
C#
using System.Diagnostics;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components;
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public partial class CameraPlayerDetection : PlayerDetection
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{
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[Export] public float SweepAngle = 90f; // In degrees
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[Export] public float SweepSpeed = 1f; // Speed of sweeping
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[Export] public bool Debug = false; // Enable debug lines
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[Export] public NodePath SpritePath;
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private float _currentAngle;
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private float _sweepDirection = 1f;
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private float _raycastLength;
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private AnimatedSprite2D _animatedSprite;
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public override void _Ready()
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{
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base._Ready();
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_animatedSprite = GetNode<AnimatedSprite2D>(SpritePath);
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var collisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
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if (collisionShape.Shape is CircleShape2D circle)
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{
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_raycastLength = circle.Radius;
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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SweepCamera((float)delta);
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UpdateSpriteDirection();
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}
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private void SweepCamera(float delta)
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{
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_currentAngle += _sweepDirection * SweepSpeed * delta;
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// Clamp angle within the sweep range
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float halfAngle = SweepAngle / 2f;
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if (_currentAngle > halfAngle || _currentAngle < -halfAngle)
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{
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_sweepDirection *= -1f;
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_currentAngle = Mathf.Clamp(_currentAngle, -halfAngle, halfAngle);
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}
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// if (result.Count > 0 && result["collider"] is InteractionController interactionController && interactionController == _cachedPlayer)
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// {
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// GD.Print("Player detected!");
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// // Handle detection logic here
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// }
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}
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private void DrawDebugLine(Vector2 endPoint)
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{
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// Request the node to redraw
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QueueRedraw();
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_debugLineEndPoint = endPoint;
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}
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private void UpdateSpriteDirection()
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{
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if (_animatedSprite == null) return;
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var frames = _animatedSprite.SpriteFrames.GetFrameCount("default");
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// Map angle (-SweepAngle/2 to +SweepAngle/2) to frame (0 to 5)
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float normalizedAngle = (_currentAngle + (SweepAngle / 2)) / SweepAngle;
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int frame = Mathf.Clamp((int)(normalizedAngle * frames), 0, frames);
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_animatedSprite.Frame = frame;
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}
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private Vector2 _debugLineEndPoint;
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public override void _Draw()
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{
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if (Debug)
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{
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DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
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}
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}
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public override bool IsPlayerInSight(uint collisionMask)
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{
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if (_cachedPlayer == null) return false;
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Vector2 direction = new Vector2(0, 1).Rotated(Mathf.DegToRad(_currentAngle));
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Vector2 rayEnd = GlobalPosition + direction * _raycastLength;
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// Perform raycast
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var spaceState = GetWorld2D().DirectSpaceState;
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var query = PhysicsRayQueryParameters2D.Create(GlobalPosition, rayEnd);
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query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };
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query.CollideWithAreas = true;
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query.CollideWithBodies = true;
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query.CollisionMask = collisionMask;
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var result = spaceState.IntersectRay(query);
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bool detected = false;
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Vector2 debugLineEnd = rayEnd;
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if (result.Count > 0)
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{
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Node colliderNode = result["collider"].As<Node>();
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if (colliderNode is InteractionController interactionController && interactionController == _cachedPlayer)
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{
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detected = true;
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// Handle detection logic here
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}
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// Adjust debug line to collision point
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debugLineEnd = (Vector2)result["position"];
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}
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if (Debug)
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{
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DrawDebugLine(debugLineEnd);
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}
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return detected;
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}
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private void _on_area_entered(Area2D area)
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{
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// Assume area is player for now
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if (area is not InteractionController player) return;
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GD.Print("Enemy detection area Entered by interaction controller");
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_cachedPlayer = player;
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IsPlayerInRange = true;
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}
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private void _on_area_exited(Area2D area)
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{
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if (area is not InteractionController player) return;
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IsPlayerInRange = false;
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}
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} |