Files
hotdesking/Gameplay/Cue.cs

78 lines
1.7 KiB
C#

using Godot;
using System;
public partial class Cue : Sprite2D
{
[Signal]
public delegate void OnShootEventHandler(Vector2 IMPULSE);
public bool _donned = false, _equiped = false, _sending = false;
public float _power = 0.0f, _maxPower = 20.0f;
Vector2 _direction;
public ProgressBar _progressBar;
public override void _Process(double DELTA_)
{
if (!_sending)
{
Vector2 mousePosition = GetViewport().GetMousePosition();
Offset = new Vector2(_power * -10, 0);
LookAt(mousePosition);
if (Input.IsActionJustPressed("scroll_down"))
{
_power = Math.Min(_power + (1f * (Input.IsActionPressed("shift") ? 5 : 1) / (Input.IsActionPressed("ctrl") ? 10 : 1)), _maxPower);
}
else if (Input.IsActionJustPressed("scroll_up"))
{
_power = Math.Max(_power - (1f * (Input.IsActionPressed("shift") ? 5 : 1) / (Input.IsActionPressed("ctrl") ? 10 : 1)), 0);
}
if (Input.IsActionJustReleased("left_click"))
{
if (_power > 0f)
{
_sending = true;
_direction = mousePosition - Position;
}
}
}
else
{
if (Offset.X < 0)
{
Offset = new Vector2(Math.Min(0, Offset.X + _power * 2), 0);
}
else
{
_sending = false;
Offset = Vector2.Zero;
EmitSignal(SignalName.OnShoot, _power * _direction);
_power = 0;
}
}
}
public void Doff()
{
_power = 0;
_donned = false;
SetProcess(false);
Hide();
//_progressBar.Hide();
}
public void Don(Vector2 POSITION)
{
Position = POSITION;
_donned = true;
SetProcess(true);
Show();
//_progressBar.Position = new Vector2(CUEBALL.Position.X - _progressBar.Size.X / 2, CUEBALL.Position.Y + _progressBar.Size.Y / 2);
//_progressBar.Show();
}
}