Link CAN hit

This commit is contained in:
2023-09-02 01:41:34 -07:00
parent 955f9d307c
commit de037da23b
7 changed files with 123 additions and 27 deletions

22
Scripts/Projectile.cs Normal file
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@@ -0,0 +1,22 @@
using Godot;
public partial class Projectile : Node3D
{
[Export]
public double Cooldown { get; protected set; }
[Export]
private float _projectileSpeed = 100f;
public override void _Ready()
{
Speed = _projectileSpeed;
}
public float Speed { get; private set; }
public void OnTimeToLiveTimeout()
{
QueueFree();
}
}

10
Scripts/TestBullet.cs Normal file
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using Godot;
public partial class TestBullet : Projectile
{
public override void _PhysicsProcess(double delta)
{
Translate(new Vector3(0, 0, Speed * -(float)delta));
}
}

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@@ -1,32 +1,46 @@
using Godot;
using System;
public partial class TestCharacter : CharacterBody3D
{
[Export]
private float _speed = 5.0f;
[Export]
private float _speed = 5.0f;
[Export]
private PackedScene _attackPattern;
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
public override void _PhysicsProcess(double delta)
{
if (Input.IsActionJustPressed("p1_fire"))
Fire();
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("p1_left", "p1_right", "p1_up", "p1_down");
Vector3 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);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
Velocity = CalculateCharacterMovement();
MoveAndSlide();
}
Velocity = velocity;
MoveAndSlide();
}
private Vector3 CalculateCharacterMovement()
{
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);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
return velocity;
}
private async void Fire()
{
GD.Print("Shoot");
var projectile = _attackPattern.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 0f, -0.2f);
GetParent().AddChild(projectile);
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
}
}