Files
hotdesking/Gameplay/Worker.cs

191 lines
3.6 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
public partial class Worker : RigidBody2D
{
public bool _dead = false, _hovered = false, _held = false, _placed = false, _selected = false, _primed = false, _moving = false;
public int _health, _healthMax, _aptitude, _agility, _ardor, _accumen, _awareness, _appeal, _id;
public float _rotationalForce = 0;
public Vector2 _force = Vector2.Zero;
public Node _collisionTarget;
public Sprite2D _image;
public Manager _manager;
public List<Effect> _effects = new();
public override void _Ready()
{
_health = 10;
_aptitude = 5;
_agility = 5;
_ardor = 5;
_accumen = 5;
_awareness = 5;
_appeal = 5;
_healthMax = _health;
_image = GetNode<Sprite2D>("Sprite2D");
}
public override void _Process(double DELTA_)
{
if (!_moving)
{
if (!_placed)
{
if (!_held)
{
if (_hovered)
{
if (Input.IsActionJustPressed("left_click"))
{
Hold();
}
}
}
}
else
{
if (_selected)
{
Vector2 mousePosition = GetGlobalMousePosition();
LookAt(mousePosition);
if (Input.IsActionJustReleased("left_click"))
{
_selected = false;
_force = (GlobalPosition - mousePosition) * 100;
_rotationalForce = 5f;
_primed = true;
}
}
else if (_hovered)
{
if (Input.IsActionJustPressed("left_click"))
{
_selected = true;
}
}
}
}
else
{
// Vector2 towardCenter = (Globals.Instance._screenCenter - GlobalPosition).Normalized();
// ApplyCentralForce(towardCenter * 100);
_image.Rotate(_rotationalForce);
_rotationalForce -= 0.5f / 60;
if (_rotationalForce <= 0f)
{
Stop();
}
}
}
public override void _PhysicsProcess(double DELTA_)
{
if (_held)
{
GlobalPosition = GetGlobalMousePosition();
if (Input.IsActionJustReleased("left_click"))
{
Transform2D newTransform = GlobalTransform;
newTransform.Origin = Position;
GlobalTransform = newTransform;
Drop();
}
}
}
public void ChangeHealth(int CHANGE, Node CHANGEMAKER)
{
if (_health <= 0 && CHANGE < 0)
{
// knock the piece off the board and out for the round!
// process on knockout
}
_health += CHANGE;
if (_health <= 0)
{
_dead = true;
_health = 0;
TriggerSpecificEffects(Effect.Trigger.Death);
}
}
public void Drop()
{
if (_held)
{
_held = false;
_placed = true;
Freeze = false;
}
}
public void Hold()
{
if (_held)
{
return;
}
Freeze = true;
_held = true;
}
public void Launch()
{
GravityScale = 1.0f;
_moving = true;
ApplyCentralForce(_force);
_force = Vector2.Zero;
_primed = false;
TriggerSpecificEffects(Effect.Trigger.Launch);
}
public void Stop()
{
GravityScale = 0.0f;
Sleeping = true;
_moving = false;
_rotationalForce = 0f;
TriggerSpecificEffects(Effect.Trigger.Stop);
}
public void TriggerSpecificEffects(Effect.Trigger TRIGGER)
{
List<Effect> triggeredEffects = _effects.Where(e => e._trigger.IndexOf(TRIGGER) > -1).ToList();
for (int i = 0; i < triggeredEffects.Count; i++)
{
triggeredEffects[i].TriggerEffect();
}
}
// PRIVATE METHODS
private void OnMouseEntered()
{
_hovered = true;
}
private void OnMouseExited()
{
_hovered = false;
}
private void OnBodyEntered(Node NODE)
{
if (NODE is Worker)
{
_collisionTarget = NODE;
TriggerSpecificEffects(Effect.Trigger.Stop);
_rotationalForce *= 0.8f;
Vector2 rotatedForce = LinearVelocity.Rotated(((Worker)NODE)._rotationalForce);
ApplyCentralForce(rotatedForce);
_collisionTarget = null;
}
}
}