Swap models
This commit is contained in:
@@ -3,6 +3,8 @@ using Chickensoft.Introspection;
|
|||||||
using GameJamDungeon;
|
using GameJamDungeon;
|
||||||
using Godot;
|
using Godot;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Diagnostics;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
[Meta(typeof(IAutoNode))]
|
[Meta(typeof(IAutoNode))]
|
||||||
public partial class DataViewer : Control
|
public partial class DataViewer : Control
|
||||||
@@ -20,11 +22,16 @@ public partial class DataViewer : Control
|
|||||||
|
|
||||||
[Node] public Node3D ModelPivot { get; set; } = default!;
|
[Node] public Node3D ModelPivot { get; set; } = default!;
|
||||||
|
|
||||||
[Node] public Label RotationLabel { get; set; } = default!;
|
[Node] public DataViewerRepository DataViewerRepository { get; set; } = default!;
|
||||||
|
|
||||||
|
private EnemyModelView _currentModel;
|
||||||
|
|
||||||
|
private int _modelIndex = 0;
|
||||||
|
|
||||||
public void Initialize()
|
public void Initialize()
|
||||||
{
|
{
|
||||||
Instantiator = new Instantiator(GetTree());
|
Instantiator = new Instantiator(GetTree());
|
||||||
|
LoadModel();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(double delta)
|
public override void _Process(double delta)
|
||||||
@@ -44,18 +51,34 @@ public partial class DataViewer : Control
|
|||||||
|
|
||||||
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
|
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
|
||||||
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
|
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
|
||||||
|
_currentModel.RotateModel(_currentModel.Basis, CameraPivot.Basis.Z);
|
||||||
|
|
||||||
if (Input.IsActionJustPressed(GameInputs.Interact))
|
if (Input.IsActionJustPressed(GameInputs.Attack))
|
||||||
{
|
{
|
||||||
// do nothing
|
_currentModel.PlayAttackAnimation();
|
||||||
}
|
}
|
||||||
if (Input.IsActionJustPressed(GameInputs.Next))
|
if (Input.IsActionJustPressed(GameInputs.Next))
|
||||||
{
|
{
|
||||||
// Load next model
|
// Load next model
|
||||||
|
_currentModel.CallDeferred(MethodName.QueueFree);
|
||||||
|
_modelIndex = (_modelIndex + 1) % DataViewerRepository.ModelRepository.Count;
|
||||||
|
GD.Print(_modelIndex);
|
||||||
|
CallDeferred(MethodName.LoadModel);
|
||||||
}
|
}
|
||||||
if (Input.IsActionJustPressed(GameInputs.Previous))
|
if (Input.IsActionJustPressed(GameInputs.Previous))
|
||||||
{
|
{
|
||||||
// Load previous model
|
// Load previous model
|
||||||
|
_currentModel.CallDeferred(MethodName.QueueFree);
|
||||||
|
_modelIndex = (_modelIndex - 1 < 0 ? DataViewerRepository.ModelRepository.Count : _modelIndex) - 1;
|
||||||
|
GD.Print(_modelIndex);
|
||||||
|
CallDeferred(MethodName.LoadModel);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void LoadModel()
|
||||||
|
{
|
||||||
|
var modelScene = DataViewerRepository.ModelRepository.ElementAt(_modelIndex);
|
||||||
|
_currentModel = modelScene.Instantiate<EnemyModelView>();
|
||||||
|
ModelPivot.AddChild(_currentModel);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@@ -6,5 +6,5 @@ using Godot;
|
|||||||
public partial class DataViewerRepository : Node
|
public partial class DataViewerRepository : Node
|
||||||
{
|
{
|
||||||
[Export]
|
[Export]
|
||||||
private Godot.Collections.Array<PackedScene> _modelsToDisplay;
|
public Godot.Collections.Array<PackedScene> ModelRepository;
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user