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Babushka/scripts/CSharp/Common/CharacterControls/Player2D.cs

185 lines
3.9 KiB

using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Inventory;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class Player2D : CharacterBody2D
{
[Export] private float _speed = 100f;
[Export] private AnimatedSprite2D _sprite;
[Export] private SceneTree.GroupCallFlags _fieldFlags;
// -1 means no tool.
private int _toolID = -1;
private string _toolString;
private bool anyActionPressed;
private bool _canHandleInput = true;
private Vector2 _lastDirection = Vector2.Zero;
private InventoryManager _inventoryManager;
public bool InputEnabled
{
get => _canHandleInput;
set => _canHandleInput = value;
}
public override void _Ready()
{
InventoryManager.Instance.playerInventory.InventoryContentsChanged += HandleNewItemInInventory;
}
private void HandleNewItemInInventory()
{
// for future Kathi: this does not, in fact, check if an item has been added only, but triggers on every content change!
PlayPickUpAnimation();
}
public override void _Process(double delta)
{
anyActionPressed = false;
if (!_canHandleInput)
return;
if (Input.IsActionPressed("move_right"))
{
Velocity = new Vector2(_speed, 0);
MoveAndSlide();
_sprite.FlipH = false;
_sprite.Animation = "side walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Right;
}
if (Input.IsActionPressed("move_left"))
{
Velocity = new Vector2(-_speed, 0);
MoveAndSlide();
_sprite.FlipH = true;
_sprite.Animation = "side walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Left;
}
if (Input.IsActionPressed("move_up"))
{
Velocity = new Vector2(0, -_speed);
MoveAndSlide();
_sprite.Animation = "back walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Up;
}
if (Input.IsActionPressed("move_down"))
{
Velocity = new Vector2(0, _speed);
MoveAndSlide();
_sprite.Animation = "front walking" + _toolString;
anyActionPressed = true;
_lastDirection = Vector2.Down;
}
if (Input.IsActionPressed("interact2"))
{
_sprite.Animation = "back interact";
anyActionPressed = true;
_lastDirection = Vector2.Up;
}
if (Input.IsActionPressed("item"))
{
_sprite.Animation = "diagonal item";
anyActionPressed = true;
_lastDirection = Vector2.Right;
}
if (anyActionPressed)
{
_sprite.Play();
}
else
{
//idle
if(_lastDirection == Vector2.Zero || _lastDirection == Vector2.Down)
_sprite.Animation = "front idle" + _toolString;
else if(_lastDirection == Vector2.Left || _lastDirection == Vector2.Right)
_sprite.Animation = "side idle" + _toolString;
else if(_lastDirection == Vector2.Up)
_sprite.Animation = "back idle" + _toolString;
}
}
public void ActivateTool(bool success, int id)
{
if (success)
{
_toolID = id;
}
else _toolID = -1;
switch (_toolID)
{
case 0:
_toolString = " rake";
break;
case 1:
_toolString = " wateringcan";
break;
default:
_toolString = "";
break;
}
}
/// <summary>
/// Called by FarmingControls Signal.
/// </summary>
public void PlayWateringAnimation()
{
if (_toolID == 1 && _canHandleInput)
{
_sprite.Animation = "diagonal wateringcan";
_sprite.Play();
_canHandleInput = false;
Task.Run(DelayedInputHandlerReset);
}
}
private async Task DelayedInputHandlerReset()
{
await Task.Delay(1000);
_canHandleInput = true;
}
public void PlayPickUpAnimation()
{
_sprite.Animation = "side pickup";
_sprite.Play();
_canHandleInput = false;
Task.Run(DelayedInputHandlerReset);
}
public void PlayFarmingAnimation()
{
_sprite.Animation = "diagonal farming";
_sprite.Play();
_canHandleInput = false;
Task.Run(DelayedInputHandlerReset);
}
public void PlayWateringCanFillupAnimation()
{
_sprite.Animation = "back interact";
_sprite.Play();
_canHandleInput = false;
_lastDirection = Vector2.Up;
Task.Run(DelayedInputHandlerReset);
}
}