Try new perspective for character, minor projectile fixes

This commit is contained in:
2023-09-02 07:46:19 -07:00
parent 829db1adb9
commit b6262e2b1f
12 changed files with 70 additions and 31 deletions

View File

@@ -9,27 +9,35 @@ public partial class TestCharacter : CharacterBody3D
[Export]
private PackedScene _altFireProjectile;
public bool CanShoot { get; private set; }
public override void _Ready()
{
CanShoot = true;
}
public override void _PhysicsProcess(double delta)
{
if (Input.IsActionJustPressed("p1_fire"))
if (Input.IsActionJustPressed("p1_fire") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p1_altfire"))
if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
AltFire();
Velocity = CalculateCharacterMovement();
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
private Vector3 CalculateCharacterMovement()
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector("p1_left", "p1_right", "p1_up", "p1_down");
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * _speed;
velocity.Z = direction.Z * _speed;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
velocity.Z = direction.Z * _speed * 2;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Forward);
}
else
{
@@ -42,16 +50,20 @@ public partial class TestCharacter : CharacterBody3D
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 0f, -0.2f);
projectile.Position = Position + new Vector3(0f, 1f, -1f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private async void AltFire()
{
var projectile = _altFireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 0f, -0.2f);
projectile.Position = Position + new Vector3(0f, 1f, -1f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
}