Files
GameJam2023/Player/Base/Character.cs
2023-09-06 14:43:12 -07:00

94 lines
2.7 KiB
C#

using Godot;
public partial class Character : CharacterBody3D
{
[Export]
protected PackedScene _fireProjectile;
[Export]
protected PackedScene _altFireProjectile;
protected Player _ownerPlayer;
[Export]
protected float _speed = 3.0f;
public bool CanShoot { get; protected set; }
protected GameManager _gameManager;
public override void _EnterTree()
{
CanShoot = true;
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
}
public void Initialize(Player ownerPlayer)
{
_ownerPlayer = ownerPlayer;
}
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;
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()
{
var projectile = _fireProjectile.Instantiate<Projectile>();
projectile.Position = Position + new Vector3(0f, 1f, 0f);
projectile.ParentCharacter = this;
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, 0f);
projectile.ParentCharacter = this;
GetParent().AddChild(projectile);
CanShoot = false;
await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
CanShoot = true;
}
public void OnHit(Node3D node)
{
if (this != null)
_gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, _ownerPlayer);
}
}