Simplify enemy animation logic
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@@ -34,58 +34,59 @@ public partial class DataViewer : Control
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public void Initialize()
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{
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Instantiator = new Instantiator(GetTree());
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LoadModel();
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Instantiator = new Instantiator(GetTree());
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LoadModel();
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionPressed(GameInputs.MoveLeft))
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CameraPivot.RotateY(_cameraSpeed);
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if (Input.IsActionPressed(GameInputs.MoveRight))
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CameraPivot.RotateY(-_cameraSpeed);
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if (Input.IsActionPressed(GameInputs.StrafeLeft))
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Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, (float)delta * 2f);
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if (Input.IsActionPressed(GameInputs.StrafeRight))
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Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -(float)delta * 2f);
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if (Input.IsActionPressed(GameInputs.MoveLeft))
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CameraPivot.RotateY(_cameraSpeed);
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if (Input.IsActionPressed(GameInputs.MoveRight))
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CameraPivot.RotateY(-_cameraSpeed);
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if (Input.IsActionPressed(GameInputs.StrafeLeft))
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Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, (float)delta * 2f);
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if (Input.IsActionPressed(GameInputs.StrafeRight))
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Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -(float)delta * 2f);
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Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
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ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
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_currentModel.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
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_currentModel.PlayIdleAnimation();
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Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
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ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
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_currentModel.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
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if (Input.IsActionJustPressed(GameInputs.Attack))
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_currentModel.PlayPrimaryAttackAnimation();
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if (Input.IsActionJustPressed(GameInputs.AltAttack))
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_currentModel.PlaySecondaryAttackAnimation();
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if (Input.IsActionJustPressed(GameInputs.Inventory) && _currentModel is ICanActivate canActivate)
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canActivate.Activate();
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if (Input.IsActionPressed(GameInputs.StrafeRight))
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_currentModel.PlayWalkAnimation();
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if (Input.IsActionJustPressed(GameInputs.Attack))
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_currentModel.PlayPrimaryAttackAnimation();
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if (Input.IsActionJustPressed(GameInputs.AltAttack))
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_currentModel.PlaySecondaryAttackAnimation();
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if (Input.IsActionJustPressed(GameInputs.Inventory))
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_currentModel.PlayActivateAnimation();
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if (Input.IsActionPressed(GameInputs.StrafeRight))
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_currentModel.PlayWalkAnimation();
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if (Input.IsActionJustReleased(GameInputs.StrafeRight))
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_currentModel.PlayIdleAnimation();
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if (Input.IsActionJustPressed(GameInputs.Next))
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{
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// Load next model
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_currentModel.CallDeferred(MethodName.QueueFree);
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_modelIndex = (_modelIndex + 1) % DataViewerRepository.ModelRepository.Count;
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GD.Print(_modelIndex);
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CallDeferred(MethodName.LoadModel);
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}
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if (Input.IsActionJustPressed(GameInputs.Previous))
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{
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// Load previous model
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_currentModel.CallDeferred(MethodName.QueueFree);
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_modelIndex = (_modelIndex - 1 < 0 ? DataViewerRepository.ModelRepository.Count : _modelIndex) - 1;
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CallDeferred(MethodName.LoadModel);
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}
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if (Input.IsActionJustPressed(GameInputs.Next))
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{
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// Load next model
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_currentModel.CallDeferred(MethodName.QueueFree);
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_modelIndex = (_modelIndex + 1) % DataViewerRepository.ModelRepository.Count;
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GD.Print(_modelIndex);
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CallDeferred(MethodName.LoadModel);
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}
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if (Input.IsActionJustPressed(GameInputs.Previous))
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{
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// Load previous model
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_currentModel.CallDeferred(MethodName.QueueFree);
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_modelIndex = (_modelIndex - 1 < 0 ? DataViewerRepository.ModelRepository.Count : _modelIndex) - 1;
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CallDeferred(MethodName.LoadModel);
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}
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}
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private void LoadModel()
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{
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var modelScene = DataViewerRepository.ModelRepository.ElementAt(_modelIndex);
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_currentModel = modelScene.Instantiate<EnemyModelView2D>();
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ModelPivot.AddChild(_currentModel);
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EnemyName.Text = _currentModel.EnemyLoreInfo.Name;
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Description.Text = _currentModel.EnemyLoreInfo.Description;
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var modelScene = DataViewerRepository.ModelRepository.ElementAt(_modelIndex);
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_currentModel = modelScene.Instantiate<EnemyModelView2D>();
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ModelPivot.AddChild(_currentModel);
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EnemyName.Text = _currentModel.EnemyLoreInfo.Name;
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Description.Text = _currentModel.EnemyLoreInfo.Description;
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}
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}
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