Add initial resource and presenter classes for game entities and effects
This commit is contained in:
66
Code/Presenters/CharacterBody3DPresenter.cs
Normal file
66
Code/Presenters/CharacterBody3DPresenter.cs
Normal file
@@ -0,0 +1,66 @@
|
||||
using CryptonymThunder.Code.Extensions;
|
||||
using GameCore.ECS;
|
||||
using GameCore.ECS.Interfaces;
|
||||
using GameCore.Input;
|
||||
using GameCore.Movement;
|
||||
using GameCore.Physics;
|
||||
using Godot;
|
||||
|
||||
namespace CryptonymThunder.Code.Presenters;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class CharacterBody3DPresenter : CharacterBody3D, IEntityPresenter, IPresenterComponent
|
||||
{
|
||||
private World _world;
|
||||
private VelocityComponent _velocity;
|
||||
private PositionComponent _position;
|
||||
private RotationComponent _rotation;
|
||||
private CharacterStateComponent _characterState;
|
||||
private InputStateComponent _inputState;
|
||||
private Camera3D _camera;
|
||||
|
||||
public Entity CoreEntity { get; set; }
|
||||
|
||||
public void Initialize(Entity coreEntity, World world)
|
||||
{
|
||||
CoreEntity = coreEntity;
|
||||
_world = world;
|
||||
_velocity = _world.GetComponent<VelocityComponent>(CoreEntity);
|
||||
_position = _world.GetComponent<PositionComponent>(CoreEntity);
|
||||
_rotation = _world.GetComponent<RotationComponent>(CoreEntity);
|
||||
_inputState = _world.GetComponent<InputStateComponent>(CoreEntity);
|
||||
_characterState = _world.GetComponent<CharacterStateComponent>(CoreEntity);
|
||||
_camera = GetNode<Camera3D>("CameraPivot/Camera3D");
|
||||
}
|
||||
|
||||
public void SyncToPresentation(float delta)
|
||||
{
|
||||
if (_rotation != null)
|
||||
{
|
||||
var coreRotation = _rotation.Rotation;
|
||||
Rotation = new Vector3(Rotation.X, coreRotation.Y, Rotation.Z);
|
||||
}
|
||||
|
||||
if (_velocity == null) return;
|
||||
|
||||
var godotVelocity = Velocity;
|
||||
godotVelocity.X = _velocity.DesiredVelocity.X;
|
||||
godotVelocity.Y = _velocity.DesiredVelocity.Y;
|
||||
godotVelocity.Z = _velocity.DesiredVelocity.Z;
|
||||
|
||||
Velocity = godotVelocity;
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
public void SyncToCore(float delta)
|
||||
{
|
||||
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)
|
||||
{
|
||||
_inputState.MuzzlePosition = _camera.GlobalPosition.ToGameCore();
|
||||
_inputState.MuzzleDirection = (-_camera.GlobalTransform.Basis.Z).ToGameCore();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user