Files
GameJam2023/Scripts/TestCharacter.cs
2023-09-02 13:40:50 -07:00

75 lines
2.0 KiB
C#

using Godot;
public partial class TestCharacter : CharacterBody3D
{
[Export]
private float _speed = 5.0f;
[Export]
private PackedScene _fireProjectile;
[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") && CanShoot)
Fire();
if (Input.IsActionJustPressed("p1_altfire") && CanShoot)
AltFire();
Velocity = CalculateCharacterMovement(delta);
MoveAndSlide();
}
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 * 2;
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Forward + Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed * 2);
}
return velocity;
}
private async void Fire()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, -3f);
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, 1f, -3f);
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
private void OnHit(Node3D node)
{
QueueFree();
}
}