Files
night-shift/src/Features/Players/Godot/PlayerController.cs
T

85 lines
3.0 KiB
C#

using System.Collections.Generic;
using Game.Features.Players.Contracts;
using Game.Features.Players.Domain;
using Game.Features.Players.Domain.Movement;
using Game.Godot;
using Game.Godot.Extensions;
using Game.Godot.Mappings;
using Godot;
namespace Game.Features.Players.Godot;
public partial class PlayerController : Node3D, IMovementModeSwitcher
{
[Export] public CharacterBody3D Body;
[Export] public CollisionShape3D Collision;
[Export] public Camera3D Camera;
[Export] public float MoveSpeed = 4.0f;
[Export] public float JumpVelocity = 4.5f;
[Export] public float NoclipFlySpeed = 8.0f;
[Export] public float MouseSensitivity = 0.003f;
[Export] public float MaxLookAngleDegrees = 89.0f;
private Dictionary<MovementMode, IMovementStrategy> _movementStrategies;
private IMovementStrategy _currentMovementStrategy;
private PlayerLook _look;
public MovementMode ActiveMovementMode { get; private set; } = MovementMode.Ground;
public void SetMovementMode(MovementMode movementMode)
{
ActiveMovementMode = movementMode;
_currentMovementStrategy = _movementStrategies[movementMode];
Collision.Disabled = movementMode == MovementMode.Noclip;
}
public override void _Ready()
{
this.AssertRequiredExports();
_look = new PlayerLook(MouseSensitivity, MaxLookAngleDegrees);
float gravity = (float)ProjectSettings.GetSetting(ProjectSetting.Gravity.SettingPath());
_movementStrategies = new Dictionary<MovementMode, IMovementStrategy>
{
[MovementMode.Ground] = new GroundMovement(MoveSpeed, JumpVelocity, gravity),
[MovementMode.Noclip] = new NoclipMovement(NoclipFlySpeed)
};
_currentMovementStrategy = _movementStrategies[ActiveMovementMode];
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is not InputEventMouseMotion mouseMotion || !MouseCapture.IsCaptured) return;
Body.RotateY(_look.CalculateYawDelta(mouseMotion.Relative.X));
_look.UpdatePitch(mouseMotion.Relative.Y);
Camera.Rotation = new Vector3(_look.Pitch, 0f, 0f);
}
public override void _PhysicsProcess(double delta)
{
Vector2 inputDirection = Input.GetVector(
InputAction.MoveLeft.ActionName(),
InputAction.MoveRight.ActionName(),
InputAction.MoveForward.ActionName(),
InputAction.MoveBack.ActionName()
);
MovementInput input = new(
Right: Body.Transform.Basis.X,
Back: Body.Transform.Basis.Z,
Direction: inputDirection,
IsOnFloor: Body.IsOnFloor(),
JumpPressed: Input.IsActionJustPressed(InputAction.Jump.ActionName()),
AscendPressed: Input.IsActionPressed(InputAction.Jump.ActionName()),
DescendPressed: Input.IsActionPressed(InputAction.MoveDown.ActionName()),
Delta: (float)delta
);
Body.Velocity = _currentMovementStrategy.CalculateVelocity(Body.Velocity, input);
Body.MoveAndSlide();
}
}