GodotComponentTest/components/CollectibleComponent.cs

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using Godot;
public class CollectibleComponent : Component {
private Vector3 targetPosition;
private bool hasTarget;
// Called when the node enters the scene tree for the first time.
public override void _Ready() { }
public void SetTarget(Vector3 target) {
targetPosition = target;
hasTarget = true;
}
public void UnsetTarget() {
hasTarget = false;
}
public void PhysicsProcess(float delta, Entity entity) {
if (hasTarget) {
if (targetPosition.IsEqualApprox(entity.GlobalTransform.origin)) {
targetPosition = entity.GlobalTransform.origin;
entity.Velocity = Vector3.Zero;
}
Vector3 targetDirection = (targetPosition - entity.GlobalTransform.origin).Normalized();
entity.Velocity = targetDirection * (entity.Velocity.Length() + 10 * delta);
entity.Transform = new Transform(entity.Transform.basis.Rotated(Vector3.Up, delta * 2.0f),
entity.Transform.origin);
} else {
entity.Velocity = entity.Velocity - 9.81f * delta * Vector3.Up;
}
entity.Velocity = entity.MoveAndSlide(entity.Velocity, Vector3.Up);
if (entity.IsOnFloor() || Mathf.Abs(entity.Transform.origin.y) < 0.01) {
// apply damping when on ground
entity.Velocity = entity.Velocity - entity.Velocity.Normalized() * 0.9f * delta;
}
if (entity.Velocity.LengthSquared() < 0.01) {
entity.Velocity = Vector3.Zero;
}
}
}