removing broken ABC and refactoring enemy movement
This commit is contained in:
62
scenes/movement/CFlyingMovement.cs
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62
scenes/movement/CFlyingMovement.cs
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using Godot;
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using Movementtests.interfaces;
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namespace Movementtests.scenes.movement;
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public partial class CFlyingMovement : Node3D, IMoveable
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{
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[Export] public RMovement RMovement;
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[Export(PropertyHint.Layers3DPhysics)]
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public uint TerrainCollision { get; set; } = 1;
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private bool _movingToDesiredHeight = true;
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private Vector3 _randomDirection;
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public override void _Ready()
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{
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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}
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public new Vector3 ComputeVelocity(MovementInputs inputs)
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{
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var velocity = inputs.Velocity;
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var spaceState = GetWorld3D().DirectSpaceState;
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var target = inputs.TargetLocation;
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var direction = (target - GlobalPosition).Normalized();
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// Check if we have a direct line of sight to the player
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if (!_movingToDesiredHeight)
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{
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velocity = direction * RMovement.Speed;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0)
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{
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_movingToDesiredHeight = true;
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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}
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}
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else
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{
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velocity = _randomDirection * RMovement.Speed;
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var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*RMovement.TargetHeight, TerrainCollision);
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var groundResult = spaceState.IntersectRay(groundQuery);
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if (groundResult.Count == 0)
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{
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velocity.Y = 0;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
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var result = spaceState.IntersectRay(query);
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if (result.Count == 0)
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{
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_movingToDesiredHeight = false;
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}
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}
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}
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return velocity;
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}
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}
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1
scenes/movement/CFlyingMovement.cs.uid
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1
scenes/movement/CFlyingMovement.cs.uid
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uid://cps1rbkxs3nvq
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7
scenes/movement/CFlyingMovement.tscn
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7
scenes/movement/CFlyingMovement.tscn
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@@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://dmw5ibwrb483f"]
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[ext_resource type="Script" uid="uid://cps1rbkxs3nvq" path="res://scenes/movement/CFlyingMovement.cs" id="1_i26q2"]
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[node name="CFlyingMovement" type="Node3D"]
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script = ExtResource("1_i26q2")
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CollisionMask = 256
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33
scenes/movement/CGroundedMovement.cs
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33
scenes/movement/CGroundedMovement.cs
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using Godot;
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using Movementtests.interfaces;
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namespace Movementtests.scenes.movement;
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public partial class CGroundedMovement : Node3D, IMoveable
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{
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[Export] public RMovement RMovement;
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[Export]
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public RayCast3D WallInFrontRayCast { get; set; }
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public new Vector3 ComputeVelocity(MovementInputs inputs)
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{
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var velocity = inputs.Velocity;
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var target = inputs.TargetLocation;
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var direction = (target - GlobalPosition).Normalized();
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var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
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LookAt(targetPlane);
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velocity.X = direction.X * RMovement.Speed;
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velocity.Z = direction.Z * RMovement.Speed;
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if (WallInFrontRayCast.IsColliding())
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velocity.Y = RMovement.Speed;
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else if (!inputs.isOnFloor)
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velocity += inputs.gravity * (float)inputs.delta;
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return velocity;
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}
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}
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1
scenes/movement/CGroundedMovement.cs.uid
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1
scenes/movement/CGroundedMovement.cs.uid
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uid://bdag2eeixw2lt
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6
scenes/movement/CGroundedMovement.tscn
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6
scenes/movement/CGroundedMovement.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dbr7ioio158ew"]
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[ext_resource type="Script" uid="uid://bdag2eeixw2lt" path="res://scenes/movement/CGroundedMovement.cs" id="1_e0agf"]
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[node name="CGroundedMovement" type="Node3D"]
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script = ExtResource("1_e0agf")
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