Files
GameJam2023/Player/Capricorn/CapricornControls.cs
2023-09-11 17:42:11 -07:00

139 lines
3.7 KiB
C#

using Godot;
using System.Linq;
public partial class CapricornControls : Character
{
private AnimatedSprite3D _sprite;
public override void _Ready()
{
base._Ready();
Position = OwnerPlayer.SpawnPoint.Position;
_sprite = GetNode<AnimatedSprite3D>("Pivot/Sprite");
}
public bool IsShooting = false;
public override void _PhysicsProcess(double delta)
{
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("exit"))
GetTree().Quit();
if (Input.IsActionJustPressed(OwnerPlayer.PlayerInput.Fire()) && CanShoot)
Fire();
if (Input.IsActionJustPressed(OwnerPlayer.PlayerInput.AltFire()) && CanShoot)
AltFire();
}
private Vector3 CalculateCharacterMovement(double delta)
{
var velocity = Velocity;
var inputDir = Input.GetVector(OwnerPlayer.PlayerInput.Left(), OwnerPlayer.PlayerInput.Right(), OwnerPlayer.PlayerInput.Up(), OwnerPlayer.PlayerInput.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;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
}
if (IsShooting)
AttackSprite(direction);
else
WalkSprite(direction);
if (!IsShooting && direction.IsEqualApprox(Vector3.Zero))
{
_sprite.Play("WalkForward");
_sprite.Stop();
}
return velocity;
}
private void WalkSprite(Vector3 direction)
{
var roundedDirection = direction.Round();
if (roundedDirection == Vector3.Right)
{
_sprite.Play("WalkSide");
_sprite.FlipH = false;
}
if (roundedDirection == Vector3.Left)
{
_sprite.Play("WalkSide");
_sprite.FlipH = true;
}
if (roundedDirection == Vector3.Forward)
_sprite.Play("WalkForward");
if (roundedDirection == Vector3.Back)
_sprite.Play("WalkBack");
}
private async void Fire()
{
IsShooting = true;
CanShoot = false;
await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
var projectile = _fireProjectile.Instantiate<Node3D>();
projectile.Position = Position;
if (GetParent() != null)
GetParent().AddChild(projectile);
CanShoot = true;
IsShooting = false;
}
private async void AltFire()
{
IsShooting = true;
CanShoot = false;
await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
var projectile = _altFireProjectile.Instantiate<Node3D>();
projectile.Position = Position;
if (GetParent() != null)
GetParent().AddChild(projectile);
CanShoot = true;
IsShooting = false;
}
private void AttackSprite(Vector3 direction)
{
var roundedDirection = direction.Round();
if (roundedDirection == Vector3.Right)
{
_sprite.Play("AttackSide");
_sprite.FlipH = false;
}
if (roundedDirection == Vector3.Left)
{
_sprite.Play("AttackSide");
_sprite.FlipH = true;
}
if (roundedDirection == Vector3.Forward)
_sprite.Play("AttackForward");
if (roundedDirection == Vector3.Back)
_sprite.Play("AttackBack");
if (direction.IsEqualApprox(Vector3.Zero))
_sprite.Play("AttackForward");
}
public new void OnHit(Node3D node)
{
_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, OwnerPlayer);
}
}