Refactor
This commit is contained in:
@@ -1,25 +1,32 @@
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using Godot;
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using Godot;
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public partial class P1Controls : Controls
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public partial class Character : CharacterBody3D
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{
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[Export]
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private PackedScene _fireProjectile;
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protected PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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protected PackedScene _altFireProjectile;
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protected Player _ownerPlayer;
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[Export]
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private float _speed = 3.0f;
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protected float _speed = 3.0f;
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public bool CanShoot { get; protected set; }
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private GameManager _gameManager;
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protected GameManager _gameManager;
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public override void _Ready()
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public override void _EnterTree()
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{
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CanShoot = true;
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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public void Initialize(Player ownerPlayer)
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{
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_ownerPlayer = ownerPlayer;
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = CalculateCharacterMovement(delta);
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@@ -31,9 +38,9 @@ public partial class P1Controls : Controls
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed($"p1_fire") && CanShoot)
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if (Input.IsActionJustPressed(_ownerPlayer.PlayerInput.Fire()) && CanShoot)
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Fire();
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if (Input.IsActionJustPressed($"p1_altfire") && CanShoot)
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if (Input.IsActionJustPressed(_ownerPlayer.PlayerInput.AltFire()) && CanShoot)
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AltFire();
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}
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@@ -41,7 +48,7 @@ public partial class P1Controls : Controls
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down");
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var inputDir = Input.GetVector(_ownerPlayer.PlayerInput.Left(), _ownerPlayer.PlayerInput.Right(), _ownerPlayer.PlayerInput.Up(), _ownerPlayer.PlayerInput.Down());
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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@@ -82,6 +89,6 @@ public partial class P1Controls : Controls
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public void OnHit(Node3D node)
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{
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if (this != null)
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_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, this);
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_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, _ownerPlayer);
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}
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}
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@@ -1,11 +0,0 @@
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using Godot;
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public partial class Controls : CharacterBody3D
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{
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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}
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@@ -1,85 +0,0 @@
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using Godot;
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public partial class P2Controls : Controls
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{
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[Export]
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private PackedScene _fireProjectile;
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[Export]
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private PackedScene _altFireProjectile;
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[Export]
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private float _speed = 3.0f;
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public bool CanShoot { get; protected set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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CanShoot = true;
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_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
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}
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public override void _PhysicsProcess(double delta)
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{
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Velocity = CalculateCharacterMovement(delta);
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MoveAndSlide();
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (Input.IsActionJustPressed("exit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed($"p2_fire") && CanShoot)
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Fire();
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if (Input.IsActionJustPressed($"p2_altfire") && CanShoot)
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AltFire();
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}
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private Vector3 CalculateCharacterMovement(double delta)
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{
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var velocity = Velocity;
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var inputDir = Input.GetVector($"p2_left", $"p2_right", $"p2_up", $"p2_down");
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
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GetNode<Node3D>("CollisionShape3D").LookAt(Position + direction, Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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}
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return velocity;
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}
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private async void Fire()
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{
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var projectile = _fireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, 0f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private async void AltFire()
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{
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var projectile = _altFireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, 0f);
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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public void OnHit(Node3D node)
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{
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_gameManager.RemoveCharacter(this);
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}
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}
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38
Player/Base/Player.cs
Normal file
38
Player/Base/Player.cs
Normal file
@@ -0,0 +1,38 @@
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using Godot;
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using Godot.Collections;
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public partial class Player : Node3D
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{
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[Export]
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public SpawnPoint SpawnPoint;
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[Export]
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public Array<PackedScene> PlayableCharacterScenes;
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[Export]
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public PlayerInput PlayerInput;
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[Export]
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public int PlayerNumber;
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public Array<Character> CharactersLeftOnStage = new Array<Character>();
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public Array<Character> CharactersExited = new Array<Character>();
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public Character SelectedCharacter;
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public bool IsSelectingCharacter = false;
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public int CharacterIndex = 0;
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public bool GameOver = false;
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public override void _Ready()
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{
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foreach (var character in PlayableCharacterScenes)
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{
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var instance = (Character)character.Instantiate();
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instance.Initialize(this);
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CharactersLeftOnStage.Add(instance);
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}
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}
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}
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@@ -1,18 +1,23 @@
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[gd_scene load_steps=7 format=3 uid="uid://xcmspevaqcrc"]
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[gd_scene load_steps=8 format=3 uid="uid://xcmspevaqcrc"]
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[ext_resource type="Script" path="res://Player/Base/PlayerManager.cs" id="1_mmi2c"]
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[ext_resource type="PackedScene" uid="uid://b38hcomu4tpm5" path="res://Player/Pisces/P1PiscesWitch.tscn" id="2_g10gf"]
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[ext_resource type="PackedScene" uid="uid://iempdafdn6ct" path="res://Player/Scorpio/P1PlayerScorpio.tscn" id="3_nsh6r"]
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[ext_resource type="PackedScene" uid="uid://bgkqfamdiwrrw" path="res://Player/Sagittarius/P1Megami.tscn" id="4_vnhuv"]
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[ext_resource type="PackedScene" uid="uid://crkon4c8ah1a2" path="res://Player/Capricorn/CapricornP1.tscn" id="5_ccoeb"]
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[ext_resource type="Script" path="res://Player/Base/Player.cs" id="1_otv3t"]
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[ext_resource type="PackedScene" uid="uid://b38hcomu4tpm5" path="res://Player/Pisces/Pisces.tscn" id="2_g10gf"]
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[ext_resource type="PackedScene" uid="uid://iempdafdn6ct" path="res://Player/Scorpio/Scorpio.tscn" id="3_nsh6r"]
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[ext_resource type="PackedScene" uid="uid://bgkqfamdiwrrw" path="res://Player/Sagittarius/Sagittarius.tscn" id="4_vnhuv"]
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[ext_resource type="PackedScene" uid="uid://crkon4c8ah1a2" path="res://Player/Capricorn/Capricorn.tscn" id="5_ccoeb"]
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[ext_resource type="Script" path="res://Player/Base/SpawnPoint.cs" id="6_lida8"]
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[ext_resource type="PackedScene" uid="uid://dklmu3wwoukmw" path="res://Player/Base/Player1Input.tscn" id="7_nyh7j"]
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[node name="Player1" type="Node3D" node_paths=PackedStringArray("SpawnPoint")]
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script = ExtResource("1_mmi2c")
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[node name="Player1" type="Node3D" node_paths=PackedStringArray("SpawnPoint", "PlayerInput")]
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script = ExtResource("1_otv3t")
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SpawnPoint = NodePath("Marker3D")
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PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_g10gf"), ExtResource("3_nsh6r"), ExtResource("4_vnhuv"), ExtResource("5_ccoeb")])
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PlayerInput = NodePath("Player1Input")
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PlayerNumber = 1
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[node name="Marker3D" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 0, 5.513)
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gizmo_extents = 1.0
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script = ExtResource("6_lida8")
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[node name="Player1Input" parent="." instance=ExtResource("7_nyh7j")]
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14
Player/Base/Player1Input.cs
Normal file
14
Player/Base/Player1Input.cs
Normal file
@@ -0,0 +1,14 @@
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public partial class Player1Input : PlayerInput
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{
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public override string Up() => "p1_up";
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public override string Down() => "p1_down";
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public override string Left() => "p1_left";
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public override string Right() => "p1_right";
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public override string Fire() => "p1_fire";
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public override string AltFire() => "p1_altfire";
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}
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6
Player/Base/Player1Input.tscn
Normal file
6
Player/Base/Player1Input.tscn
Normal file
@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://dklmu3wwoukmw"]
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[ext_resource type="Script" path="res://Player/Base/Player1Input.cs" id="1_te7aw"]
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[node name="Player1Input" type="Node"]
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script = ExtResource("1_te7aw")
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@@ -1,15 +1,23 @@
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[gd_scene load_steps=5 format=3 uid="uid://b57xus5rqasy8"]
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[gd_scene load_steps=8 format=3 uid="uid://b57xus5rqasy8"]
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[ext_resource type="Script" path="res://Player/Base/PlayerManager.cs" id="1_gttsr"]
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[ext_resource type="Script" path="res://Player/Base/Player.cs" id="1_wlxdt"]
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[ext_resource type="Script" path="res://Player/Base/SpawnPoint.cs" id="1_xs6nn"]
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[ext_resource type="PackedScene" uid="uid://dfanwejjy3iue" path="res://Player/Pisces/P2PiscesWitch.tscn" id="2_78cal"]
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[ext_resource type="PackedScene" uid="uid://cg6hdoeq70ke8" path="res://Player/Scorpio/P2PlayerScorpio.tscn" id="3_04rrx"]
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[ext_resource type="PackedScene" uid="uid://b38hcomu4tpm5" path="res://Player/Pisces/Pisces.tscn" id="2_gtqii"]
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[ext_resource type="PackedScene" uid="uid://iempdafdn6ct" path="res://Player/Scorpio/Scorpio.tscn" id="3_0k4g2"]
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[ext_resource type="PackedScene" uid="uid://bgkqfamdiwrrw" path="res://Player/Sagittarius/Sagittarius.tscn" id="4_0vqor"]
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[ext_resource type="PackedScene" uid="uid://crkon4c8ah1a2" path="res://Player/Capricorn/Capricorn.tscn" id="5_ke8lm"]
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[ext_resource type="PackedScene" uid="uid://bsvjdu8ao1wva" path="res://Player/Base/Player2Input.tscn" id="5_u4w27"]
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[node name="Player2" type="Node3D" groups=["Player"]]
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script = ExtResource("1_gttsr")
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PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_78cal"), ExtResource("3_04rrx")])
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[node name="Player2" type="Node3D" node_paths=PackedStringArray("SpawnPoint", "PlayerInput") groups=["Player"]]
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script = ExtResource("1_wlxdt")
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SpawnPoint = NodePath("Marker3D")
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PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_gtqii"), ExtResource("3_0k4g2"), ExtResource("4_0vqor"), ExtResource("5_ke8lm")])
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PlayerInput = NodePath("Player2Input")
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PlayerNumber = 2
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[node name="Marker3D" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.5, 0, 5.513)
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gizmo_extents = 1.0
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script = ExtResource("1_xs6nn")
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[node name="Player2Input" parent="." instance=ExtResource("5_u4w27")]
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14
Player/Base/Player2Input.cs
Normal file
14
Player/Base/Player2Input.cs
Normal file
@@ -0,0 +1,14 @@
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public partial class Player2Input : PlayerInput
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{
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public override string Up() => "p2_up";
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public override string Down() => "p2_down";
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public override string Left() => "p2_left";
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public override string Right() => "p2_right";
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public override string Fire() => "p2_fire";
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public override string AltFire() => "p2_altfire";
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}
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6
Player/Base/Player2Input.tscn
Normal file
6
Player/Base/Player2Input.tscn
Normal file
@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://bsvjdu8ao1wva"]
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[ext_resource type="Script" path="res://Player/Base/Player2Input.cs" id="1_j3rvl"]
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[node name="Player2Input" type="Node"]
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script = ExtResource("1_j3rvl")
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35
Player/Base/PlayerInput.cs
Normal file
35
Player/Base/PlayerInput.cs
Normal file
@@ -0,0 +1,35 @@
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using Godot;
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public partial class PlayerInput : Node
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{
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public virtual string Up()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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public virtual string Down()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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public virtual string Left()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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public virtual string Right()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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public virtual string Fire()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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public virtual string AltFire()
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{
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GD.PrintErr("Using base type");
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return string.Empty;
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}
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}
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@@ -1,30 +0,0 @@
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using Godot;
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using Godot.Collections;
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public partial class PlayerManager : Node3D
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{
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[Export]
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public SpawnPoint SpawnPoint;
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[Export]
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public Array<PackedScene> PlayableCharacterScenes;
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public Array<Controls> CharactersLeftOnStage = new Array<Controls>();
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public Controls SelectedCharacter;
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public bool IsSelectingCharacter = false;
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public int _characterIndex = 0;
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public bool GameOver = false;
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public override void _Ready()
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{
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foreach (var character in PlayableCharacterScenes)
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{
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var instance = character.Instantiate();
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CharactersLeftOnStage.Add((Controls)instance);
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}
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}
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}
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@@ -7,10 +7,10 @@ public partial class Projectile : Node3D
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[Export]
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public AudioStream _soundEffect;
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public Controls ParentCharacter;
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public Character ParentCharacter;
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[Export]
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private float _projectileSpeed = 1f;
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protected float _projectileSpeed = 1f;
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public override void _Ready()
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{
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Reference in New Issue
Block a user