remove test_unit and make proper unit hierarchy

This commit is contained in:
2024-10-06 07:05:26 +10:00
parent 9a2cdb7c40
commit 9ae09aad13
4 changed files with 55 additions and 43 deletions

View File

@@ -0,0 +1,46 @@
extends Unit
class_name ControlledUnit
var selected: bool = false
var ground_plane: Plane = Plane(Vector3.UP, 0)
@onready var camera: Camera3D = get_viewport().get_camera_3d()
@onready var selection_sprite: Sprite3D = $SelectionSprite
func _ready() -> void:
set_selected(false)
super._ready()
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and selected:
var button_event := event as InputEventMouseButton
if (
button_event.button_index == MOUSE_BUTTON_RIGHT
and button_event.pressed
):
_set_target_click(button_event.position)
func set_selected(on: bool) -> void:
selected = on
func _set_target_click(mouse_pos: Vector2) -> void:
var click_position := _click_raycast(mouse_pos)
if click_position == null:
return
nav_agent.set_target_position(click_position)
func _click_raycast(mouse_pos: Vector2) -> Vector3:
var from := camera.global_position
var to := camera.project_ray_normal(mouse_pos)
return ground_plane.intersects_ray(from, to)
func _animate(delta: float) -> void:
super._animate(delta)
selection_sprite.visible = selected

View File

@@ -1,22 +1,18 @@
extends CharacterBody3D
class_name TestUnit
class_name Unit
const MOVE_SPEED: float = 3
const TURN_SPEED: float = 10
var selected: bool = false
var hovered: bool = false
var ground_plane: Plane = Plane(Vector3.UP, 0)
@onready var camera: Camera3D = get_viewport().get_camera_3d()
@onready var selection_sprite: Sprite3D = $SelectionSprite
@onready var hover_sprite: Sprite3D = $HoverSprite
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
set_selected(false)
set_hovered(false)
nav_agent.max_speed = MOVE_SPEED
nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed)
set_max_slides(2)
@@ -32,37 +28,9 @@ func _physics_process(_delta: float) -> void:
_navigate()
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and selected:
var button_event := event as InputEventMouseButton
if (
button_event.button_index == MOUSE_BUTTON_RIGHT
and button_event.pressed
):
_set_target_click(button_event.position)
func set_selected(on: bool) -> void:
selected = on
func set_hovered(on: bool) -> void:
hovered = on
func _set_target_click(mouse_pos: Vector2) -> void:
var click_position := _click_raycast(mouse_pos)
if click_position == null:
return
nav_agent.set_target_position(click_position)
func _click_raycast(mouse_pos: Vector2) -> Vector3:
var from := camera.global_position
var to := camera.project_ray_normal(mouse_pos)
return ground_plane.intersects_ray(from, to)
func _navigate() -> void:
if nav_agent.is_navigation_finished():
velocity = Vector3.ZERO
@@ -89,7 +57,6 @@ func _animate(delta: float) -> void:
else:
animation_player.play('idle')
selection_sprite.visible = selected
hover_sprite.visible = hovered