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Gridmap/scripts/Pawn.gd

98 lines
3.1 KiB

extends CharacterBody3D
var id = -1
var world_entity
var chunks_array: Array
@onready var ray = $RayCast3D
@onready var HighlightShader = preload("res://assets/shaders/highlight.tres")
#func _init(entity):
func _process(delta):
var height = ray.get_collision_point().y
if position.y != height:
var tween = get_tree().create_tween()
tween.tween_property(self, "position:y", height, 0.1)
func set_entity(entity):
var model = load("res://assets/entities/" + entity.model + "/" + entity.model + ".glb").instantiate()
model.set_name("model")
if $Pivot.get_children():
$Pivot.remove_child($Pivot.get_children()[0])
model.hide()
$Pivot.add_child(model)
for mesh in get_meshes($Pivot):
mesh.mesh = mesh.mesh.duplicate()
if model.find_child("AnimationPlayer"):
$AnimationTree.anim_player = "../Pivot/model/AnimationPlayer"
$AnimationTree.active = true
model.show()
func get_belonging_chunk():
return (world_entity.position / Global.world.chunk_size)
func set_belonging_chunk():
pass
func connect_to_world(id, chunks_array):
world_entity = Global.world.entities[id]
world_entity.moving.connect(_on_entity_moving)
world_entity.changed_state.connect(_on_changed_state)
self.chunks_array = chunks_array
func _on_entity_moving(new_position, speed):
var position2d = Vector2i(round(position.x), round(position.z))
var distance = Global.world.vec_distance(world_entity.position, new_position)
var new_pawn_position = position2d + distance
var tween = Engine.get_main_loop().create_tween()
tween.set_parallel(true)
tween.tween_property(self, "position:x", new_pawn_position.x, 1.0/speed)
tween.tween_property(self, "position:z", new_pawn_position.y, 1.0/speed)
tween.tween_callback(Callable(self, "update_chunk")).set_delay(1.0/speed)
var vector = Vector2(new_pawn_position.y, new_pawn_position.x) - Vector2(self.position.z, self.position.x)
var angle = vector.angle()
var new_rotation = rotation.y + wrapf(angle - rotation.y, -PI, PI)
tween.tween_property(self, "rotation:y", new_rotation, 0.1)
func update_chunk():
if get_parent().location != get_belonging_chunk() and is_inside_tree():
var saved_global_position = global_position
get_parent().remove_child(self)
chunks_array[get_belonging_chunk().x][get_belonging_chunk().y].add_child(self)
global_position = saved_global_position
func highlight():
for mesh in get_meshes($Pivot):
var material = mesh.get_active_material(0).duplicate()
material.set_next_pass(HighlightShader)
mesh.mesh.surface_set_material(0, material)
func unhighlight():
for mesh in get_meshes($Pivot):
var material = mesh.get_active_material(0).duplicate()
material.set_next_pass(null)
mesh.mesh.surface_set_material(0, material)
func get_meshes(parent_node):
var meshes = []
if parent_node.get_child_count():
for child_node in parent_node.get_children():
if child_node is MeshInstance3D:
meshes.append(child_node)
else:
meshes.append_array(get_meshes(child_node))
return meshes
func _on_changed_state(state):
if state == 0:
$AnimationTree["parameters/playback"].travel("Idle")
if state == 1:
$AnimationTree["parameters/playback"].travel("Run")