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przygody-pana-cegly/scripts/components/HomingMissileMotionComponent.cs

65 lines
2.3 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class HomingMissileMotionComponent : Node
{
[Export] public LaunchComponent Launch { get; set; }
[Export] public float MaxSpeed { get; set; } = 16f;
[Export] public float Acceleration { get; set; } = 8f;
[Export] public float MaxTurnRate { get; set; } = 180f; // degrees per second
[Export] public float WobbleStrength { get; set; } = 5f; // degrees
[Export] public float Drag { get; set; } = 0.98f;
[Export] public float SteeringLerp { get; set; } = 0.05f; // low = sluggish, high = responsive
[Export] public Area2D DetectionArea { get; set; }
private Vector2 _steeringDirection = Vector2.Zero;
private Vector2 _velocity = Vector2.Zero;
private Node2D _target = null;
public override void _Ready()
{
DetectionArea.BodyEntered += OnBodyEntered;
_velocity = Launch.GetInitialVelocity();
}
public override void _PhysicsProcess(double delta)
{
if (Launch == null) return;
if (Owner is not Node2D owner) return;
if (_target == null)
{
owner.Position += _velocity * (float)delta;
return;
}
var toTarget = (_target.GlobalPosition - owner.GlobalPosition).Normalized();
_steeringDirection = _steeringDirection.Lerp(toTarget, SteeringLerp);
var angleToTarget = _velocity.AngleTo(_steeringDirection);
var maxAngle = Mathf.DegToRad(MaxTurnRate) * (float)delta;
var clampedAngle = Mathf.Clamp(angleToTarget, -maxAngle, maxAngle);
var rng = new RandomNumberGenerator();
var wobble = Mathf.DegToRad(rng.RandfRange(-WobbleStrength, WobbleStrength));
clampedAngle += wobble;
_velocity = _velocity.Rotated(clampedAngle);
_velocity *= Drag;
var desiredSpeed = Mathf.Min(MaxSpeed, _velocity.Length() + Acceleration * (float)delta);
_velocity = _velocity.Normalized() * desiredSpeed;
owner.Position += _velocity * (float)delta;
owner.Rotation = _velocity.Angle();
}
private void OnBodyEntered(Node2D body)
{
if (_target != null) return;
if (body == null) return;
_target = body;
}
}