using Godot; 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 Node3D _head; private ShapeCast3D _dashCast3D; private Camera3D _camera; private TweenQueueSystem _tweenQueueSystem; private Transform3D _startTransform; private Vector3 _throwDirection; private Vector3 _plantLocation; private Vector3 _plantNormal; public void Init(Node3D head, Camera3D camera) { _head = head; _camera = camera; _tweenQueueSystem = GetNode("TweenQueueSystem"); _tweenQueueSystem.Init(this); _startTransform = Transform; Freeze = true; } public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal) { _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() { GlobalPosition = _plantLocation; LookAt(GlobalTransform.Origin + _plantNormal, Vector3.Up, true); } public void ResetWeapon() { Transform = _startTransform; Freeze = true; } }