71 lines
2 KiB
C++
71 lines
2 KiB
C++
#ifndef PLAYER_CHARACTER_HPP
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#define PLAYER_CHARACTER_HPP
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#include "character_data.hpp"
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#include "health.hpp"
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#include "projectile_pool.hpp"
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/curve.hpp>
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namespace godot {
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class NavigationAgent3D;
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class StateMachine;
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class TunnelsPlayer;
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class PlayerCharacter : public CharacterBody3D,
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public IHealthEntity {
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GDCLASS(PlayerCharacter, CharacterBody3D);
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static void _bind_methods();
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public:
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virtual void _enter_tree() override;
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virtual void _process(double delta_time) override;
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virtual void _physics_process(double delta_time) override;
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void move(Vector3 world_vector);
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void aim(Vector3 at);
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void aim_direction(Vector3 direction);
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void move_to(Vector3 to, float target_distance = 0.5f);
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void shoot_at(Vector3 at);
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void set_firing(bool firing);
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void set_manual_mode(bool value);
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void set_rotation_speed_curve(Ref<Curve> curve);
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Ref<Curve> get_rotation_speed_curve() const;
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virtual Health *get_health() override;
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virtual Health const *get_health() const override;
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void set_character_data(Ref<CharacterData> data);
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void set_weapon_muzzle(Node3D *node);
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void set_velocity_target(Vector3 value);
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Vector3 get_velocity_target() const;
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protected:
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void process_ai(double delta_time);
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void process_rotation(double delta_time);
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void try_fire_weapon();
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private:
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Vector3 velocity_target{0.f,0.f,0.f};
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StateMachine *state_machine{nullptr};
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Basis target_rotation{};
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NavigationAgent3D *nav_agent{nullptr};
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bool mode_manual{false};
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Health *health{nullptr};
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ProjectilePool *primary_weapon_pool{nullptr};
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Ref<CharacterData> data;
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float fire_interval{0.f};
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bool firing{false};
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float fire_timer{0.f};
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Node3D *weapon_muzzle{nullptr};
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Ref<Curve> rotation_speed_curve{};
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static float const ACCELERATION;
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static float const WALK_SPEED;
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static float const SPRINT_SPEED;
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static float const ROTATION_SPEED;
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};
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}
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#endif // !PLAYER_CHARACTER_HPP
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