2022-12-02 21:09:40 +01:00
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using Godot;
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using System;
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2022-12-28 21:57:34 +01:00
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public class Player : Entity
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2022-12-02 21:09:40 +01:00
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{
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// public members
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public Vector3 TargetPosition = Vector3.Zero;
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public NavigationComponent Navigation
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{
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get { return _navigationComponent; }
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}
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2022-12-28 21:57:34 +01:00
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// private members
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private MovableComponent _movable;
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private Spatial _geometry;
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2022-12-28 16:22:53 +01:00
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private WorldInfoComponent _worldInfo;
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private Vector2 _offsetCoord = Vector2.Zero;
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private GroundMotionComponent _groundMotion;
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private NavigationComponent _navigationComponent;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_groundMotion = new GroundMotionComponent();
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_worldInfo = (WorldInfoComponent)FindNode("WorldInfo", false);
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_navigationComponent = (NavigationComponent)FindNode("Navigation", false);
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_navigationComponent.TileWorld = _worldInfo.TileWorld;
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2022-12-04 21:54:44 +01:00
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_movable = (MovableComponent)FindNode("Movable", false);
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if (_movable != null)
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{
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_movable.Connect("OrientationUpdated", this, nameof(OnOrientationUpdated));
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}
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_geometry = (Spatial)FindNode("Geometry", false);
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}
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2022-12-31 18:36:52 +01:00
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public override void _PhysicsProcess(float delta)
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{
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base._PhysicsProcess(delta);
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if (_navigationComponent == null)
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{
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return;
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}
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_navigationComponent.UpdateCurrentGoal(GlobalTranslation);
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_groundMotion.PhysicsProcess(delta, this, _navigationComponent.CurrentGoalWorld, _worldInfo.TileWorld);
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}
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public override void _Process(float delta)
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{
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if (_navigationComponent != null)
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{
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_navigationComponent.UpdateCurrentGoal(GlobalTranslation);
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}
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}
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2023-01-04 22:49:00 +01:00
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2022-12-06 21:06:25 +01:00
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private void OnOrientationUpdated(float newOrientation)
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{
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_geometry.Transform = new Transform(new Quat(Vector3.Up, newOrientation), Vector3.Zero);
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}
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}
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