172 lines
5.2 KiB
C#
172 lines
5.2 KiB
C#
using Godot;
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using System;
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public partial class player : Camera3D
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{
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private const string _path = "/root/player/";
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[Export]
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private Label _con;
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[Export]
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private Label _mousePosLabel;
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[Export]
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private Label _cursorPosLabel;
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[Export]
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private RayCast3D _cursor;
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[Export]
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private Node3D _cursorPoint;
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private bool _mUp, _mDown, _mLeft, _mRight, _wIn, _wOut;
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[Export]
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private PackedScene _test_building;
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[Export]
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private TextureProgressBar _nuke, _pr, _kash;
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[Export]
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private Label _chatter;
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[Export]
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private AudioStreamPlayer _sndChtr, _sndBtn;
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[Export]
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private Timer _tmrChtr;
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private float Nuke { get => (float)_nuke.Value; set => _nuke.Value = value; }
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private float PR { get => (float)_pr.Value; set => _pr.Value = value; }
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private float Kash { get => (float)_kash.Value; set => _kash.Value = value; }
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private string Chatter
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{
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get => _chatter.Get("text").ToString(); set
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{
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if (!(bool)_tmrChtr.Get("is_stopped") && value != "")
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_sndChtr.Play();
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_chatter.Set("text", value);
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_tmrChtr.Start();
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}
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}
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public base_building CurrentBuilding { get; set; }
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public override void _Ready()
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{
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//for debugging TODO: Remove
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game_manager.CurrentState = game_manager.State.Building;
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if (_test_building != null)
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{
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CurrentBuilding = _test_building.Instantiate<base_building>();
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GetTree().Root.CallDeferred("add_child", CurrentBuilding);
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}
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_tmrChtr.Start();
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_tmrChtr.Timeout += () => Chatter = "";
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}
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public override void _Process(double delta)
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{
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Vector3 rot = this.Rotation;
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bool zin = true, zout = true;
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if (Input.IsActionPressed("CamNorth"))
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_mUp = true;
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if (Input.IsActionPressed("CamSouth"))
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_mDown = true;
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if (Input.IsActionPressed("CamEast"))
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_mRight = true;
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if (Input.IsActionPressed("CamWest"))
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_mLeft = true;
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this.Rotation -= rot;
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if (this.Position.Y < 5)
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zin = false;
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else if (this.Position.Y > 45)
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zout = false;
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if (_mLeft && this.Position.X > -30)
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this.Translate(new Vector3((float)-delta * 10, 0, 0));
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if (_mRight && this.Position.X < 30)
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this.Translate(new Vector3((float)delta * 10, 0, 0));
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if (_mUp && this.Position.Z > -25)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_mDown && this.Position.Z < 25)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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this.Rotation += rot;
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if (_wIn && zin)
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this.Translate(new Vector3(0, 0, (float)-delta * 10));
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if (_wOut && zout)
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this.Translate(new Vector3(0, 0, (float)delta * 10));
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_con.Set("text", this.Position);
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if (_cursor != null && _cursorPoint != null)
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{
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//Get the collision with map and change its X and Z value to always be in the center of a tile
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Vector3I collisionVector = (Vector3I)_cursor.GetCollisionPoint();
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_cursorPosLabel.Text = "Virtual Cursor Postion" + collisionVector.ToString();
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_cursorPoint.GlobalPosition = new Vector3(collisionVector.X - collisionVector.X % 2, 1.1f, collisionVector.Z - collisionVector.Z % 2);
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if (game_manager.CurrentState == game_manager.State.Building)
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HandleBuilding();
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}
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}
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public override void _Input(InputEvent @event)
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{
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_mLeft = _mRight = _mUp = _mDown = _wIn = _wOut = false;
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if (@event is InputEventMouseMotion mouse)
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{
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Vector2 vec = mouse.Position;
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if (vec.X < 5)
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_mLeft = true;
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else if (vec.X > 1915)
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_mRight = true;
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if (vec.Y < 20)
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_mUp = true;
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else if (vec.Y > 1060)
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_mDown = true;
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_mousePosLabel.Text = "Mouse position: " + vec.ToString();
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_cursor.Position = new Vector3(
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(vec.X - GetViewport().GetVisibleRect().Size.X / 2) * this.Position.Y / 1000,
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-((vec.Y - GetViewport().GetVisibleRect().Size.Y / 2) * this.Position.Y / 1000)
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, 0
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);
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}
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else if (@event is InputEventMouseButton mousebtn)
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{
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if (mousebtn.ButtonIndex == MouseButton.WheelUp)
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_wIn = true;
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else if (mousebtn.ButtonIndex == MouseButton.WheelDown)
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_wOut = true;
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}
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}
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public void HandleBuilding()
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{
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if (CurrentBuilding != null)
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{
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CurrentBuilding.GlobalPosition = _cursorPoint.GlobalPosition;
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if (Input.IsActionJustPressed("rotate"))
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{
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CurrentBuilding.RotateY(Mathf.DegToRad(90));
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}
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if (Input.IsActionJustPressed("build"))
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{
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if (CurrentBuilding.IsPlaceable)
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{
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base_building tempBuilding = (base_building)CurrentBuilding.Duplicate();
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GetTree().Root.CallDeferred("add_child", tempBuilding);
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}
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}
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}
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}
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}
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