cirnogodot/Scripts/Components/Actors/3D/PlayerCrosshairModule3D.cs
2025-06-26 15:38:28 +02:00

70 lines
No EOL
1.7 KiB
C#

using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Components.FSM._3DPlayer;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.Actors._3D;
public partial class PlayerCrosshairModule3D : ModuleBase<PlayerState, CharacterBody3D>
{
[Export] public IsoPlayerStorageModule Storage { get; set; }
[Export]
public AnimatedSprite3D AnimatedSprite { get; private set; }
[Export]
public float CrosshairDistance { get; private set; }
public bool Enabled { get; set; } = false;
private IStateMachine<PlayerState, CharacterBody3D> _machine;
public void UpdatePosition(Vector2 facingDirection)
{
AnimatedSprite.Position = CalculateCrosshairPosition(facingDirection);
}
private Vector3 CalculateCrosshairPosition(Vector2 facingDirection)
{
var pos2d = facingDirection * CrosshairDistance;
var pos3d = pos2d.ToVector3(0);
return pos3d;
}
public override void EnterState(PlayerState state)
{
Enabled = true;
AnimatedSprite.Show();
}
public override void ExitState(PlayerState state)
{
Enabled = false;
AnimatedSprite.Hide();
}
public override void _Ready()
{
AnimatedSprite.Hide();
}
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_machine = machine;
AnimatedSprite.Hide();
}
public override void Process(double delta)
{
if (!Enabled) return;
}
public override void PhysicsProcess(double delta)
{
if (!Enabled) return;
AnimatedSprite.Position = CalculateCrosshairPosition(Storage.FacingDirection);
}
}