GodotComponentTest/entities/Player.cs

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using Godot;
using System;
public class Player : Entity
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{
// public members
public Vector3 TargetPosition = Vector3.Zero;
// private members
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private MovableComponent _movable;
private Spatial _geometry;
private WorldInfoComponent _worldInfo;
private Vector2 _offsetCoord = Vector2.Zero;
private GroundMotionComponent _groundMotion;
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// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_groundMotion = new GroundMotionComponent();
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_movable = (MovableComponent)FindNode("Movable", false);
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if (_movable != null)
{
_movable.Connect("OrientationUpdated", this, nameof(OnOrientationUpdated));
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}
_geometry = (Spatial)FindNode("Geometry", false);
_worldInfo = (WorldInfoComponent)FindNode("WorldInfo", false);
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}
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public override void _PhysicsProcess(float delta)
{
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base._PhysicsProcess(delta);
_groundMotion.PhysicsProcess(delta, this, TargetPosition);
}
public void OnPositionUpdated(Vector3 newPosition)
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{
if (_worldInfo != null)
{
Vector2 new_offset_coord = _worldInfo.TileWorld.WorldToOffsetCoords(newPosition);
float tile_height = _worldInfo.TileWorld.GetHeightAtOffset(new_offset_coord);
if (_offsetCoord != new_offset_coord)
{
GD.Print("New offset coord " + new_offset_coord);
_offsetCoord = new_offset_coord;
}
if (_movable != null)
{
if (_movable.currentPosition.y < tile_height)
{
_movable.currentPosition.y = tile_height;
_movable.currentVelocity.y = 0;
}
}
}
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Transform transform = Transform;
transform.origin = newPosition;
Transform = transform;
}
private void OnOrientationUpdated(float newOrientation)
{
_geometry.Transform = new Transform(new Quat(Vector3.Up, newOrientation), Vector3.Zero);
}
}