using System; using Godot; using GodotStateCharts; namespace Movementtests.systems; public partial class WeaponSystem : RigidBody3D { [Export(PropertyHint.Range, "0,100,1,or_greater")] public float ThrowForce { get; set; } = 1f; [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] public float StraightThrowDuration { get; set; } = 0.1f; private StateChart _weaponState; public StateChartState InHandState; public StateChartState FlyingState; public StateChartState PlantedState; private Node3D _head; private ShapeCast3D _dashCast3D; private Camera3D _camera; private TweenQueueSystem _tweenQueueSystem; private Transform3D _startTransform; private Vector3 _throwDirection; public Vector3 PlantLocation { get; set; } public Vector3 PlantNormal { get; set; } public void Init(Node3D head, Camera3D camera) { _head = head; _camera = camera; _weaponState = StateChart.Of(GetNode("StateChart")); InHandState = StateChartState.Of(GetNode("StateChart/Root/InHand")); FlyingState = StateChartState.Of(GetNode("StateChart/Root/Flying")); PlantedState = StateChartState.Of(GetNode("StateChart/Root/Planted")); _tweenQueueSystem = GetNode("TweenQueueSystem"); _tweenQueueSystem.Init(this); _startTransform = Transform; Freeze = true; BodyEntered += OnThrownWeaponReachesGround; } public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal) { _weaponState.SendEvent("throw"); _throwDirection = (end - GlobalPosition).Normalized(); PlantLocation = collisionLocation; PlantNormal = collisionNormal; LookAt(end); var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, StraightThrowDuration)); if (hasHit) tween.Finished += PlantWeaponInWall; else tween.Finished += ThrowWeaponOnCurve; } public void ThrowWeaponOnCurve() { Freeze = false; ApplyImpulse(_throwDirection * ThrowForce); } public void PlantWeaponInWall() { _weaponState.SendEvent("plant"); Freeze = true; GlobalPosition = PlantLocation; LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true); } public void OnThrownWeaponReachesGround(Node other) { GD.Print(other.Name); PlantWeaponInWall(); } public void ResetWeapon() { _weaponState.SendEvent("recover"); Transform = _startTransform; Freeze = true; } public override void _IntegrateForces(PhysicsDirectBodyState3D state) { base._IntegrateForces(state); if (!Freeze && state.GetContactCount() > 0) { PlantLocation = state.GetContactLocalPosition(0); PlantNormal = state.GetContactLocalNormal(0); } } public bool IsPlantedUnderPlatform() { return PlantedState.Active && GlobalRotation.X > 1 && Math.Abs(GlobalRotation.Y) > 1; } public bool IsPlantedInWall() { return PlantedState.Active && Math.Abs(GlobalRotation.X) + Math.Abs(GlobalRotation.Z) < 0.3; } }