it's michael, what's michael

This commit is contained in:
2024-09-15 02:17:40 -07:00
parent 096bcd6168
commit 7680ab8b45
313 changed files with 6913 additions and 1760 deletions

43
CharacterBody3d.cs Normal file
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@@ -0,0 +1,43 @@
using Godot;
using System;
public partial class CharacterBody3d : CharacterBody3D
{
public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f;
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
{
velocity += GetGravity() * (float)delta;
}
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
{
velocity.Y = JumpVelocity;
}
// 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("ui_left", "ui_right", "ui_up", "ui_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;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
}

10
dungeon_test/Camera3d.cs Normal file
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@@ -0,0 +1,10 @@
using Godot;
using System;
public partial class Camera3d : Node3D
{
public override void _Process(double delta)
{
this.RotateY((float)delta);
}
}

31
dungeon_test/camera.tscn Normal file
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@@ -0,0 +1,31 @@
[gd_scene load_steps=5 format=3 uid="uid://ccnks05btp3f1"]
[ext_resource type="PackedScene" uid="uid://dcgj5i52i76gj" path="res://src/enemy/enemy_types/michael/Michael.tscn" id="1_1iqeh"]
[ext_resource type="Script" path="res://src/enemy/enemy_types/michael/RotationTest.cs" id="2_c7eon"]
[ext_resource type="Script" path="res://dungeon_test/Camera3d.cs" id="3_ddadm"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4ork2"]
albedo_color = Color(0.282353, 0.172549, 0.521569, 1)
[node name="Node3D" type="Node3D"]
[node name="Michael" parent="." instance=ExtResource("1_1iqeh")]
script = ExtResource("2_c7eon")
[node name="CurrentFrameLabel" type="Label" parent="Michael"]
unique_name_in_owner = true
offset_left = 467.0
offset_top = 71.0
offset_right = 1081.0
offset_bottom = 291.0
[node name="CSGBox3D" type="CSGBox3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.962679, 0)
material_override = SubResource("StandardMaterial3D_4ork2")
[node name="CamBase" type="Node3D" parent="."]
script = ExtResource("3_ddadm")
[node name="TestCamera" type="Camera3D" parent="CamBase"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.357711, 2.14968)

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@@ -0,0 +1,38 @@
[gd_scene load_steps=6 format=3 uid="uid://xneiqls2cte6"]
[ext_resource type="Script" path="res://addons/SimpleDungeons/DungeonGenerator3D.gd" id="1_2rl20"]
[ext_resource type="PackedScene" uid="uid://bs25ojrv57lvf" path="res://dungeon_test/dungeon_room.tscn" id="2_gw3xb"]
[ext_resource type="PackedScene" uid="uid://cf3eviiwpqb5r" path="res://dungeon_test/node_3d.tscn" id="3_08u4w"]
[ext_resource type="Script" path="res://CharacterBody3d.cs" id="4_02x0n"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1hq3o"]
height = 1.5
[node name="DungeonGenerator3D" type="Node3D"]
script = ExtResource("1_2rl20")
room_scenes = Array[PackedScene]([ExtResource("2_gw3xb")])
corridor_room_scene = ExtResource("3_08u4w")
dungeon_size = Vector3i(10, 1, 10)
voxel_scale = Vector3(2, 2, 4)
generate_on_ready = false
[node name="CharacterBody3D" type="CharacterBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.710277, -0.335599, 2.8987)
axis_lock_linear_x = true
axis_lock_linear_y = true
axis_lock_linear_z = true
axis_lock_angular_x = true
axis_lock_angular_y = true
axis_lock_angular_z = true
motion_mode = 1
platform_on_leave = 2
script = ExtResource("4_02x0n")
[node name="CollisionShape3D" type="CollisionShape3D" parent="CharacterBody3D"]
shape = SubResource("CapsuleShape3D_1hq3o")
[node name="OmniLight3D" type="OmniLight3D" parent="CharacterBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.43104, 0, 0.890184)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.710277, -0.0942499, 2.5558)

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@@ -0,0 +1,26 @@
[gd_scene load_steps=2 format=3 uid="uid://bs25ojrv57lvf"]
[ext_resource type="Script" path="res://addons/SimpleDungeons/DungeonRoom3D.gd" id="1_el8eh"]
[node name="DungeonRoom3D" type="Node3D"]
script = ExtResource("1_el8eh")
size_in_voxels = Vector3i(4, 1, 4)
voxel_scale = Vector3(2, 2, 4)
[node name="CSGBox3D" type="CSGBox3D" parent="."]
use_collision = true
size = Vector3(8, 2, 16)
[node name="DOOR" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.05512, -0.38466, 7.81272)
operation = 2
size = Vector3(0.938965, 1.02429, 1.09424)
[node name="DOOR2" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.05512, -0.487854, -8.40126)
operation = 2
size = Vector3(0.938965, 1.02429, 1.09424)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGBox3D"]
operation = 2
size = Vector3(7, 1.8, 15)

39
dungeon_test/node_3d.tscn Normal file
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@@ -0,0 +1,39 @@
[gd_scene load_steps=3 format=3 uid="uid://cf3eviiwpqb5r"]
[ext_resource type="Script" path="res://addons/SimpleDungeons/DungeonRoom3D.gd" id="1_xrnk3"]
[ext_resource type="Script" path="res://src/map/dungeon/corridor/remove_unused_doors.gd" id="2_w6qw3"]
[node name="Node3D" type="Node3D"]
script = ExtResource("1_xrnk3")
voxel_scale = Vector3(2, 2, 4)
[node name="CSGBox3D" type="CSGBox3D" parent="."]
use_collision = true
size = Vector3(2, 2, 4)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGBox3D"]
operation = 2
size = Vector3(1.8, 1.8, 3)
[node name="DOOR?1" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.777139, -0.424666, -0.00854689)
operation = 2
size = Vector3(1.41699, 0.9375, 0.851501)
[node name="DOOR?2" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.13129, -0.424666, -0.00854689)
operation = 2
size = Vector3(1.41699, 0.9375, 0.851501)
[node name="DOOR?3" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -0.0484848, -0.424666, 2.16393)
operation = 2
size = Vector3(1.41699, 0.9375, 0.851501)
[node name="DOOR?4" type="CSGBox3D" parent="CSGBox3D"]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.1513, -0.424666, -1.79225)
operation = 2
size = Vector3(1.41699, 0.9375, 0.851501)
[node name="RemoveUnusedDoors" type="Node" parent="."]
script = ExtResource("2_w6qw3")

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@@ -51,6 +51,12 @@ folder_colors={
"res://src/player/": "blue" "res://src/player/": "blue"
} }
[importer_defaults]
texture={
"detect_3d/compress_to": 0
}
[input] [input]
ui_accept={ ui_accept={
@@ -194,6 +200,7 @@ locale/translations_pot_files=PackedStringArray("res://src/dialog/Dialogue.dialo
3d_physics/layer_6="Alert" 3d_physics/layer_6="Alert"
3d_physics/layer_7="PlayerHitbox" 3d_physics/layer_7="PlayerHitbox"
3d_physics/layer_8="Dialogue" 3d_physics/layer_8="Dialogue"
3d_physics/layer_9="Teleport"
[navigation] [navigation]

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@@ -19,6 +19,8 @@ stretch = true
unique_name_in_owner = true unique_name_in_owner = true
transparent_bg = true transparent_bg = true
handle_input_locally = false handle_input_locally = false
audio_listener_enable_2d = true
audio_listener_enable_3d = true
size = Vector2i(1920, 1080) size = Vector2i(1920, 1080)
render_target_update_mode = 4 render_target_update_mode = 4

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@@ -9,5 +9,5 @@ public interface IInGameAudioLogic : ILogicBlock<InGameAudioLogic.State>;
public partial class InGameAudioLogic : public partial class InGameAudioLogic :
LogicBlock<InGameAudioLogic.State>, IInGameAudioLogic LogicBlock<InGameAudioLogic.State>, IInGameAudioLogic
{ {
public override Transition GetInitialState() => To<Disabled>(); public override Transition GetInitialState() => To<Enabled>();
} }

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@@ -2,10 +2,7 @@ using Chickensoft.AutoInject;
using Chickensoft.Collections; using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces; using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection; using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Godot; using Godot;
using System;
using System.Linq;
namespace GameJamDungeon; namespace GameJamDungeon;
@@ -21,8 +18,6 @@ public interface IEnemy : ICharacterBody3D
public Area3D LineOfSight { get; set; } public Area3D LineOfSight { get; set; }
public AnimationPlayer AnimationPlayer { get; set; }
public Timer AttackTimer { get; set; } public Timer AttackTimer { get; set; }
} }
@@ -56,10 +51,16 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
[Node] public Timer AttackTimer { get; set; } = default!; [Node] public Timer AttackTimer { get; set; } = default!;
[Node] public AnimationPlayer AnimationPlayer { get; set; } = default!; [Node] public AnimatedSprite3D AnimatedSprite { get; set; } = default!;
[Node] public RayCast3D Raycast { get; set; } = default!; [Node] public RayCast3D Raycast { get; set; } = default!;
private const string IDLE_FORWARD = "idle_front_walk";
private const string IDLE_LEFT = "idle_left_walk";
private const string IDLE_BACK = "idle_back_walk";
private const string ATTACK_FORWARD = "attack";
public void Setup() public void Setup()
{ {
EnemyLogic = new EnemyLogic(); EnemyLogic = new EnemyLogic();
@@ -68,18 +69,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
EnemyLogic.Set(GameRepo); EnemyLogic.Set(GameRepo);
} }
public void Initialize()
{
CurrentHP = new AutoProp<double>(EnemyStatResource.MaximumHP);
CurrentHP.Sync += OnHPChanged;
LineOfSight.BodyEntered += LineOfSight_BodyEntered;
PatrolTimer.Timeout += OnPatrolTimeout;
AttackTimer.Timeout += OnAttackTimeout;
var rng = new RandomNumberGenerator();
rng.Randomize();
PatrolTimer.WaitTime = rng.RandfRange(7.0f, 15.0f);
}
private void OnPatrolTimeout() private void OnPatrolTimeout()
{ {
var rng = new RandomNumberGenerator(); var rng = new RandomNumberGenerator();
@@ -103,20 +92,20 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
private void LineOfSight_BodyEntered(Node3D body) private void LineOfSight_BodyEntered(Node3D body)
{ {
var overlappingBodies = LineOfSight.GetOverlappingBodies(); var overlappingBodies = LineOfSight.GetOverlappingBodies();
foreach (var overlap in overlappingBodies) //foreach (var overlap in overlappingBodies)
{ //{
Raycast.LookAt(GameRepo.PlayerGlobalPosition.Value, Vector3.Up); // Raycast.LookAt(GameRepo.PlayerGlobalPosition.Value, Vector3.Up);
Raycast.ForceRaycastUpdate(); // Raycast.ForceRaycastUpdate();
if (Raycast.IsColliding()) // if (Raycast.IsColliding())
{ // {
var collider = Raycast.GetCollider(); // var collider = Raycast.GetCollider();
if (collider is IPlayer player) // if (collider is IPlayer player)
{ // {
Raycast.DebugShapeCustomColor = Color.FromString("Purple", Colors.Purple); // Raycast.DebugShapeCustomColor = Color.FromString("Purple", Colors.Purple);
EnemyLogic.Input(new EnemyLogic.Input.Alerted()); // EnemyLogic.Input(new EnemyLogic.Input.Alerted());
} // }
} // }
} //}
} }
public void OnResolved() public void OnResolved()
@@ -126,12 +115,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
EnemyBinding EnemyBinding
.Handle((in EnemyLogic.Output.MovementComputed output) => .Handle((in EnemyLogic.Output.MovementComputed output) =>
{ {
var spriteNode = GetChildren().OfType<AnimatedSprite3D>(); MoveAndSlide();
if (spriteNode.Any())
PlayMovementAnimations(spriteNode.Single(), Velocity);
MoveAndCollide(output.Velocity);
}) })
.Handle((in EnemyLogic.Output.Die output) => .Handle((in EnemyLogic.Output.Die output) =>
{ {
@@ -139,6 +123,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
}) })
.Handle((in EnemyLogic.Output.HitByPlayer output) => .Handle((in EnemyLogic.Output.HitByPlayer output) =>
{ {
// TODO: Make this an event to notify game that player hit someone
if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.SelfDamage)) if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.SelfDamage))
GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - 5); GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - 5);
}); });
@@ -146,31 +131,48 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
this.Provide(); this.Provide();
EnemyLogic.Start(); EnemyLogic.Start();
CurrentHP = new AutoProp<double>(EnemyStatResource.MaximumHP);
CurrentHP.Sync += OnHPChanged;
LineOfSight.BodyEntered += LineOfSight_BodyEntered;
PatrolTimer.Timeout += OnPatrolTimeout;
AttackTimer.Timeout += OnAttackTimeout;
var rng = new RandomNumberGenerator();
rng.Randomize();
PatrolTimer.WaitTime = rng.RandfRange(7.0f, 15.0f);
} }
public void PlayMovementAnimations(AnimatedSprite3D sprite, Vector3 velocity) private void RotateEnemy(Vector3 cameraDirection)
{ {
if (sprite != null && velocity.Length() > 0.2f) var rotateUpperThreshold = 0.85f;
{ var rotateLowerThreshold = 0.3f;
var lookdir = (GlobalPosition).Normalized();
var sign = lookdir.Sign();
if (lookdir.MaxAxisIndex() == Vector3.Axis.X && sign.X == 1)
sprite.Play("walk_right");
if (lookdir.MaxAxisIndex() == Vector3.Axis.X && sign.X == -1)
sprite.Play("walk_left");
if (lookdir.MaxAxisIndex() == Vector3.Axis.Z && sign.Z == 1)
sprite.Play("walk_forward");
if (lookdir.MaxAxisIndex() == Vector3.Axis.Z && sign.Z == -1)
sprite.Play("walk_backward");
}
if (sprite != null && velocity.IsZeroApprox())
sprite.Stop();
}
var enemyForwardDirection = GlobalTransform.Basis.Z;
var enemyLeftDirection = GlobalTransform.Basis.X;
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < -rotateUpperThreshold)
AnimatedSprite.Play("idle_front_walk");
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > rotateUpperThreshold)
AnimatedSprite.Play("idle_back_walk");
else
{
// If the dot product of the perpendicular dot product is positive (up to 1), the enemy is facing to the left (since it's mirrored).
AnimatedSprite.FlipH = leftDotProduct > 0;
// Check is side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
AnimatedSprite.Play("idle_left_walk");
}
}
public void OnPhysicsProcess(double delta) public void OnPhysicsProcess(double delta)
{ {
EnemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta)); EnemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta));
RotateEnemy(-GameRepo.PlayerGlobalTransform.Value.Basis.Z);
} }
public void OnPlayerHitboxEntered(Area3D body) public void OnPlayerHitboxEntered(Area3D body)
@@ -195,7 +197,9 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
private void OnHPChanged(double newHP) private void OnHPChanged(double newHP)
{ {
if (newHP <= 0) if (newHP <= 0)
{
EnemyLogic.Input(new EnemyLogic.Input.Killed()); EnemyLogic.Input(new EnemyLogic.Input.Killed());
}
} }
public void OnReady() public void OnReady()

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@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://dbvr8ewajja6a"] [gd_scene load_steps=3 format=3 uid="uid://dbvr8ewajja6a"]
[ext_resource type="Script" path="res://src/enemy/EnemyDatabase.cs" id="1_ywy58"] [ext_resource type="Script" path="res://src/enemy/EnemyDatabase.cs" id="1_ywy58"]
[ext_resource type="PackedScene" uid="uid://dcgj5i52i76gj" path="res://src/enemy/enemy_types/floating_enemy/FloatingEnemy.tscn" id="2_8cbrh"] [ext_resource type="PackedScene" uid="uid://dcgj5i52i76gj" path="res://src/enemy/enemy_types/michael/Michael.tscn" id="2_8cbrh"]
[node name="EnemyDatabase" type="Node"] [node name="EnemyDatabase" type="Node"]
script = ExtResource("1_ywy58") script = ExtResource("1_ywy58")

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@@ -0,0 +1,436 @@
[gd_scene load_steps=81 format=3 uid="uid://dcgj5i52i76gj"]
[ext_resource type="Script" path="res://src/enemy/Enemy.cs" id="1_a6wro"]
[ext_resource type="Script" path="res://src/enemy/EnemyStatResource.cs" id="2_x4pjh"]
[ext_resource type="Script" path="res://src/hitbox/Hitbox.cs" id="3_aiftp"]
[ext_resource type="Texture2D" uid="uid://clpqh2pyqljkn" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (1).png" id="4_7kurm"]
[ext_resource type="Texture2D" uid="uid://b0dec8ak2bo5t" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (2).png" id="5_1a1hr"]
[ext_resource type="Texture2D" uid="uid://tnmyksd68vmv" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (3).png" id="6_p47tl"]
[ext_resource type="Texture2D" uid="uid://duwipvc2kl6xa" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (4).png" id="7_efmib"]
[ext_resource type="Texture2D" uid="uid://dcd4v7jjxr8x2" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (5).png" id="8_ujyav"]
[ext_resource type="Texture2D" uid="uid://bxq0f45xooiqr" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (6).png" id="9_hft6g"]
[ext_resource type="Texture2D" uid="uid://bw8vkfmtcu5g0" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (7).png" id="10_idqta"]
[ext_resource type="Texture2D" uid="uid://gbit1q52jmqj" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (8).png" id="11_q3ktd"]
[ext_resource type="Texture2D" uid="uid://c41kok75k64ej" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (9).png" id="12_uvwho"]
[ext_resource type="Texture2D" uid="uid://dhiv7v5yhswom" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (10).png" id="13_jtb3t"]
[ext_resource type="Texture2D" uid="uid://dex3f0i2ubpj" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (11).png" id="14_v7ka5"]
[ext_resource type="Texture2D" uid="uid://d0hdrusbvmkec" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (12).png" id="15_hayam"]
[ext_resource type="Texture2D" uid="uid://ocftoaoswly6" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (13).png" id="16_lbciq"]
[ext_resource type="Texture2D" uid="uid://bkf1xqquqgjjq" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (14).png" id="17_veqcb"]
[ext_resource type="Texture2D" uid="uid://dtpxfmxxov8q5" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (15).png" id="18_h8egq"]
[ext_resource type="Texture2D" uid="uid://dv7ol6gqs1ijb" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (16).png" id="19_a4qa5"]
[ext_resource type="Texture2D" uid="uid://cydgp2acfm14k" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (17).png" id="20_oorfu"]
[ext_resource type="Texture2D" uid="uid://e2hjjnjqpmp7" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (18).png" id="21_n7px3"]
[ext_resource type="Texture2D" uid="uid://dpptqse5mh1ko" path="res://src/enemy/enemy_types/michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (19).png" id="22_n70k4"]
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@@ -0,0 +1,49 @@
using GameJamDungeon;
using Godot;
using System;
public partial class RotationTest : CharacterBody3D
{
private Camera3D _camera;
private AnimatedSprite3D _sprite;
private Label _frameLabel;
private float _rotateUpperThreshold = 0.85f;
private float _rotateLowerThreshold = 0.3f;
public override void _Ready()
{
_camera = GetParent().GetNode<Camera3D>("%TestCamera");
_sprite = GetNode<AnimatedSprite3D>("%AnimatedSprite");
_frameLabel = GetNode<Label>("%CurrentFrameLabel");
}
public override void _Process(double delta)
{
RotateEnemy(_camera.GlobalTransform.Basis.Z);
}
private void RotateEnemy(Vector3 cameraDirection)
{
var enemyForwardDirection = GlobalTransform.Basis.Z;
var enemyLeftDirection = GlobalTransform.Basis.X;
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < -_rotateUpperThreshold)
_sprite.Play("idle_front_walk");
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > _rotateUpperThreshold)
_sprite.Play("idle_back_walk");
else
{
// If the dot product of the perpendicular dot product is positive (up to 1), the enemy is facing to the left (since it's mirrored).
_sprite.FlipH = leftDotProduct > 0;
// Check is side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (Mathf.Abs(forwardDotProduct) < _rotateLowerThreshold)
_sprite.Play("idle_left_walk");
}
}
}

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