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https://gitlab.com/MaddoScientisto/cirnogodot.git
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113 lines
No EOL
3.6 KiB
C#
113 lines
No EOL
3.6 KiB
C#
using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBody2D>
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{
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private IStateMachine<EnemyState, CharacterBody2D> _machine;
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[Export] public PlayerAnimationProvider AnimationProvider { get; set; }
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[Export] public EnemyStorageModule StorageModule { get; set; }
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[Export] public ActorResourceProvider HealthProvider { get; set; }
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[Export] public Vector2 TurretFacingDirection { get; set; } = Vector2.Down;
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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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public override void EnterState(EnemyState state)
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{
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//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
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//AnimationProvider.SetAnimation(Vector2.Zero);
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if (HealthProvider is not null)
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{
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HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
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}
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}
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private void HealthProviderOnResourceDecreased(float oldValue, float newValue, float maxValue)
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{
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AnimationProvider?.Blink();
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}
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public override void ExitState(EnemyState state)
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{
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//AnimationProvider.SetAnimation(Vector2.Zero);
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if (HealthProvider is not null)
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{
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HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
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}
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}
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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{
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if (StorageModule.AimingDirection == Vector2.Zero || TurretFacingDirection == Vector2.Zero)
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return;
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// Calculate the angle between the turret's facing direction and the aim direction
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float angleToTarget = TurretFacingDirection.AngleTo(StorageModule.AimingDirection); // radians
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// Clamp the angle to within the sweep cone
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float halfSweepRad = Mathf.DegToRad(SweepAngle / 2f);
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float clampedAngle = Mathf.Clamp(angleToTarget, -halfSweepRad, halfSweepRad);
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// Convert to degrees before passing to SweepSprite
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float clampedAngleDeg = Mathf.RadToDeg(clampedAngle);
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// Update the sprite based on this clamped angle
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AnimationProvider.SweepSprite(clampedAngleDeg, SweepAngle);
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//AnimationProvider.SetAnimation(StorageModule.AimingDirection);
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}
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public override void PhysicsProcess(double delta)
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{
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}
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private void Sweep(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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}
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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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AnimationProvider.SweepSprite(_currentAngle, SweepAngle);
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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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} |