85 lines
2.1 KiB
C#
85 lines
2.1 KiB
C#
// Copyright © Gamesmiths Guild.
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using System.Diagnostics;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Godot.Core;
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using Godot;
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namespace Gamesmiths.Forge.Godot.Nodes;
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[GlobalClass]
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[Icon("uid://dskf1b0eecaxl")]
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public partial class EffectRayCast3D : RayCast3D
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{
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private EffectApplier? _effectApplier;
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private GodotObject? _lastFrameCollider;
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[Export]
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public Node? EffectOwner { get; set; }
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[Export]
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public Node? EffectSource { get; set; }
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[Export]
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public int EffectLevel { get; set; } = 1;
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[Export]
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public EffectTriggerMode TriggerMode { get; set; }
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private IForgeEntity? OwnerEntity => EffectOwner as IForgeEntity;
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private IForgeEntity? SourceEntity => EffectSource as IForgeEntity;
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public override void _Ready()
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{
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if (EffectOwner is not null && EffectOwner is not IForgeEntity)
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{
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GD.PushError($"{nameof(EffectOwner)} must implement {nameof(IForgeEntity)}.");
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}
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base._Ready();
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_effectApplier = new EffectApplier(this);
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}
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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Debug.Assert(_effectApplier is not null, $"{_effectApplier} should have been initialized on _Ready().");
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GodotObject current = GetCollider();
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var hasCurrent = current is Node;
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var hadLast = _lastFrameCollider is Node;
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// Enter: is colliding now, wasn't colliding before.
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if (current is Node currentNode && !hadLast)
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{
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if (TriggerMode == EffectTriggerMode.OnStay)
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{
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_effectApplier.AddEffects(currentNode, OwnerEntity, SourceEntity, EffectLevel);
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}
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else if (TriggerMode == EffectTriggerMode.OnEnter)
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{
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_effectApplier.ApplyEffects(currentNode, OwnerEntity, SourceEntity, EffectLevel);
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}
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}
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// Exit: Was colliding before, isn't colliding now.
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if (!hasCurrent && _lastFrameCollider is Node lastNode)
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{
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if (TriggerMode == EffectTriggerMode.OnStay)
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{
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_effectApplier.RemoveEffects(lastNode);
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}
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else if (TriggerMode == EffectTriggerMode.OnExit)
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{
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_effectApplier.ApplyEffects(lastNode, OwnerEntity, SourceEntity, EffectLevel);
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}
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}
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_lastFrameCollider = hasCurrent ? current : null;
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}
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}
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