Add AI and Patrol components, update related resources and presenters

This commit is contained in:
2025-10-30 21:53:31 +01:00
parent 90d3abd83f
commit 5ea02e7bf9
18 changed files with 361 additions and 22 deletions

View File

@@ -11,6 +11,8 @@ namespace CryptonymThunder.Code.Presenters;
[GlobalClass]
public partial class CharacterBody3DPresenter : CharacterBody3D, IEntityPresenter, IPresenterComponent
{
[Export] private Node3D _muzzleNode;
private World _world;
private VelocityComponent _velocity;
private PositionComponent _position;
@@ -30,7 +32,7 @@ public partial class CharacterBody3DPresenter : CharacterBody3D, IEntityPresente
_rotation = _world.GetComponent<RotationComponent>(CoreEntity);
_inputState = _world.GetComponent<InputStateComponent>(CoreEntity);
_characterState = _world.GetComponent<CharacterStateComponent>(CoreEntity);
_camera = GetNode<Camera3D>("CameraPivot/Camera3D");
_camera = GetNodeOrNull<Camera3D>("CameraPivot/Camera3D");
}
public void SyncToPresentation(float delta)
@@ -40,8 +42,12 @@ public partial class CharacterBody3DPresenter : CharacterBody3D, IEntityPresente
var coreRotation = _rotation.Rotation;
Rotation = new Vector3(Rotation.X, coreRotation.Y, Rotation.Z);
}
if (_velocity == null) return;
if (_velocity == null)
{
_world.Logger.Warn("No VelocityComponent found for CharacterBody3DPresenter.");
return;
}
var godotVelocity = Velocity;
godotVelocity.X = _velocity.DesiredVelocity.X;
@@ -57,10 +63,24 @@ public partial class CharacterBody3DPresenter : CharacterBody3D, IEntityPresente
if (_position != null) _position.Position = GlobalPosition.ToGameCore();
if (_velocity != null) _velocity.ActualVelocity = Velocity.ToGameCore();
if (_characterState != null) _characterState.IsOnFloor = IsOnFloor();
if (_inputState != null && _camera != null)
if (_inputState != null)
{
_inputState.MuzzlePosition = _camera.GlobalPosition.ToGameCore();
_inputState.MuzzleDirection = (-_camera.GlobalTransform.Basis.Z).ToGameCore();
if (_camera != null)
{
_inputState.MuzzlePosition = _camera.GlobalPosition.ToGameCore();
_inputState.MuzzleDirection = (-_camera.GlobalTransform.Basis.Z).ToGameCore();
}
else
{
if (_muzzleNode != null)
{
_inputState.MuzzlePosition = _muzzleNode.GlobalPosition.ToGameCore();
}
else
{
_inputState.MuzzlePosition = GlobalPosition.ToGameCore();
}
}
}
}
}