80 lines
2.4 KiB
C#
80 lines
2.4 KiB
C#
using Godot;
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using System;
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public class Player : Entity
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{
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// public members
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public Vector3 TargetPosition = Vector3.Zero;
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public TaskQueueComponent TaskQueueComponent;
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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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// private members
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private MovableComponent _movable;
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private Spatial _geometry;
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private WorldInfoComponent _worldInfo;
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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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TaskQueueComponent = new TaskQueueComponent();
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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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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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if (TaskQueueComponent != null && TaskQueueComponent.Queue.Count > 0)
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{
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var currentTask = TaskQueueComponent.Queue.Peek();
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if (currentTask is TaskQueueComponent.NavigationTask)
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{
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TaskQueueComponent.NavigationTask navigationTask = (TaskQueueComponent.NavigationTask)TaskQueueComponent.Queue.Dequeue();
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}
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}
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_navigationComponent.UpdateCurrentGoal(GlobalTransform);
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_groundMotion.PhysicsProcess(delta, this, _navigationComponent.CurrentGoalPositionWorld, _navigationComponent.CurrentGoalOrientationWorld, _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(GlobalTransform);
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}
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}
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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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} |