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https://gitlab.com/open-fpsz/open-fpsz.git
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63 lines
2.1 KiB
GDScript
63 lines
2.1 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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class_name FlagCarryComponent extends Node3D
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## This component allows its entity to grab, carry and throw flags
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##
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## To work correctly the owner MUST set an attachment point for carried flags
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## and a sensor to detect when flags are within grab range
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@export var max_throw_speed : float = 10.0
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@export var sensor : Area3D
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@export var carrier : Player
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var _carried_flag : Flag
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func _ready() -> void:
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sensor.body_entered.connect(_sensor_on_body_entered)
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func _physics_process(_delta : float) -> void:
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if _is_carrying():
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_carried_flag.global_position = global_position
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_carried_flag.global_rotation = global_rotation
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func _grab(flag : Flag) -> void:
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if not _is_carrying():
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flag.grab(carrier)
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_carried_flag = flag
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show()
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func _release(inherited_velocity : Vector3, throw_speed : float) -> void:
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if _is_carrying():
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_carried_flag.drop()
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_carried_flag.rotation_degrees.x = 0.0
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_carried_flag.linear_velocity = inherited_velocity + (global_basis.z * throw_speed)
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# Throw the flag from some distance in front of the player to avoid regrabbing mid-air
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_carried_flag.global_position = _carried_flag.global_position + (global_basis.z * 1.5)
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_carried_flag = null
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hide()
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func _is_carrying() -> bool:
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return _carried_flag != null
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func _sensor_on_body_entered(collider : Flag) -> void:
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if collider is Flag:
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_grab(collider)
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func drop() -> void:
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_release(Vector3.ZERO, 0.0)
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func throw(inherited_velocity : Vector3) -> void:
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_release(inherited_velocity, max_throw_speed)
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