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https://gitlab.com/open-fpsz/open-fpsz.git
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49 lines
1.9 KiB
GDScript
49 lines
1.9 KiB
GDScript
# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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## This component allows its entity to interact with flags
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class_name FlagCarryComponent extends Node3D
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@export var throw_force : int = 12
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@export var mesh : Node3D
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var _flag : Flag
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func grab(flag : Flag) -> void:
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if flag.state < Flag.FlagState.TAKEN:
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show()
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_flag = flag
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flag.grabbed.emit(self)
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func drop(inherited_velocity : Vector3 = Vector3.ZERO) -> void:
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_release(inherited_velocity, 0)
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func throw(inherited_velocity : Vector3 = Vector3.ZERO, _force: int = throw_force) -> void:
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_release(inherited_velocity, _force)
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func _release(inherited_velocity : Vector3 = Vector3.ZERO, _force: int = throw_force) -> void:
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if not _flag or !is_inside_tree(): return
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_flag.dropped.emit(self)
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var impulse : Vector3 = _flag.mass * (inherited_velocity + global_basis.z * _force)
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_flag.apply_central_impulse(impulse) # wake up the flag
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# @NOTE: throw the flag from some distance in front of the player to avoid regrabbing mid-air
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# @FIXME: there is a small chance to send the flag under the map
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_flag.global_position = global_position + (global_basis.z * 1.7)
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# rotate carried flag based on flag carry global rotation
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_flag.global_rotation = Vector3(.0, global_rotation.y, .0)
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# drop reference to flag
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_flag = null
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# hide carried flag mesh
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hide()
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