cirnogodot/Scripts/PlayerMovement.cs
2024-06-09 18:19:57 +02:00

174 lines
3.5 KiB
C#

using Godot;
using System;
using System.Diagnostics;
using Cirno.Scripts;
public partial class PlayerMovement : CharacterBody2D
{
[Export]
public int Speed { get; set; } = 400;
[Export]
public float CrosshairDistance { get; set; } = 10f;
[Export]
public PackedScene BulletScene { get; set; }
[Export]
public PackedScene SelectorScene { get; set; }
private Node2D _selector;
private Interactable _lastInteractable;
[Export]
public Marker2D Muzzle { get; set; }
private AnimatedSprite2D _animatedSprite;
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
private Sprite2D _crosshair;
public override void _Ready()
{
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
_movementDirection = Vector2.Zero;
_facingDirection = Vector2.Zero;
if (SelectorScene != null)
{
_selector = this.CreateChild<Node2D>(SelectorScene);
_selector.Visible = false;
}
}
/*public override _Process(float _delta)
{
if (Input.IsActionPressed("ui_right"))
{
_animatedSprite.Play("run");
}
else
{
_animatedSprite.Stop();
}
}*/
public override void _Process(double delta)
{
HandleShoot();
SetAnimation();
FindInteractable();
}
private void FindInteractable()
{
if (Input.IsActionJustPressed("Use") && _lastInteractable != null)
{
_lastInteractable.Activate();
}
//var spaceState = GetWorld2D().DirectSpaceState;
//var query = PhysicsRayQueryParameters2D.Create(Vector2.Zero, )
}
private void HandleShoot()
{
if (!Input.IsActionJustPressed("shoot")) return;
//Debug.WriteLine("Shoot");
var bullet = BulletScene.Instantiate<Bullet>();
Owner.AddChild(bullet);
bullet.Transform = Muzzle.GlobalTransform;
bullet.Position = this.Position;
bullet.SetDirection(this._facingDirection);
}
private void SetAnimation()
{
if (Velocity.X == 0 && Velocity.Y == 0)
{
_animatedSprite.SpeedScale = 0;
}
else
{
_animatedSprite.SpeedScale = 1;
}
if (Velocity.X > 0)
{
_animatedSprite.Play("walk_right");
}
else if (Velocity.X < 0)
{
_animatedSprite.Play("walk_left");
}
else if (Velocity.Y > 0)
{
_animatedSprite.Play("walk_down");
}
else if (Velocity.Y < 0)
{
_animatedSprite.Play("walk_up");
}
}
public Vector2 GetInput()
{
return Input.GetVector("left", "right", "up", "down");
}
private Vector2 CalculateCrosshairPosition()
{
return _facingDirection * CrosshairDistance;// + this.Position;
//var angle = Mathf.Atan2(this.Position.X, this.Position.Y);
//var cPos = new Vector2(this.Position.X + CrosshairDistance * Godot.Mathf.Cos(angle), this.Position.Y + CrosshairDistance * Godot.Mathf.Sin(angle));
}
public override void _PhysicsProcess(double delta)
{
_movementDirection = GetInput();
if (_movementDirection != Vector2.Zero) {
_facingDirection = _movementDirection;
}
Velocity = _movementDirection * (float)(Speed * delta);
MoveAndSlide();
_crosshair.Position = CalculateCrosshairPosition();
//FindInteractable();
}
private void _on_interaction_controller_area_entered(Area2D area)
{
// Replace with function body.
if (area.IsInGroup("Interactable") && area is Interactable interactable)
{
Debug.WriteLine("Interactable Entered");
if (_selector != null)
{
_selector.Position = interactable.Position;
_selector.Visible = true;
_lastInteractable = interactable;
}
}
}
}