arm movement

This commit is contained in:
oughtum 2024-08-16 23:07:59 +01:00
parent f3e161d48c
commit f16e42a8d0
4 changed files with 49 additions and 19 deletions

BIN
pickaxe_arm.blend Normal file

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@ -1,4 +1,4 @@
[gd_scene load_steps=7 format=3 uid="uid://n05pnykd3tff"]
[gd_scene load_steps=9 format=3 uid="uid://n05pnykd3tff"]
[ext_resource type="PackedScene" uid="uid://dgm3241ceqpim" path="res://scenes/body.tscn" id="1_eeca8"]
@ -21,6 +21,12 @@ size = Vector3(50, 1, 50)
[sub_resource type="BoxShape3D" id="BoxShape3D_0lkv2"]
size = Vector3(50, 1, 50)
[sub_resource type="BoxMesh" id="BoxMesh_6hnpm"]
size = Vector3(25, 1, 100)
[sub_resource type="BoxShape3D" id="BoxShape3D_qcnmp"]
size = Vector3(25, 1, 100)
[node name="Main" type="Node3D"]
[node name="CanvasLayer" type="CanvasLayer" parent="."]
@ -58,4 +64,15 @@ skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/StaticBody3D"]
shape = SubResource("BoxShape3D_0lkv2")
[node name="StaticBody3D2" type="StaticBody3D" parent="World"]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 50, -18)
[node name="MeshInstance3D" type="MeshInstance3D" parent="World/StaticBody3D2"]
mesh = SubResource("BoxMesh_6hnpm")
skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/StaticBody3D2"]
shape = SubResource("BoxShape3D_qcnmp")
[node name="Body" parent="World" instance=ExtResource("1_eeca8")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 7, 0)

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@ -1,7 +1,9 @@
class_name Arm extends Node3D
@export var action: StringName
@onready var camera: Camera3D = $"../../Camera3D"
@onready var target: Marker3D = $Target
@export var action: StringName
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -13,10 +15,17 @@ func _process(delta: float) -> void:
pass
func _arm_enabled(arm):
print_debug("enabled!")
pass
func _arm_disabled(arm):
print_debug("disabled!")
pass
func update_target_pos() -> void:
var mouse_pos: Vector2 = camera.get_window().get_mouse_position()
var origin: Vector3 = camera.project_ray_origin(mouse_pos)
var dir: Vector3 = origin + (camera.project_ray_normal(mouse_pos) * 100)
var world_space: PhysicsDirectSpaceState3D = camera.get_window().world_3d.direct_space_state
var ray_query = PhysicsRayQueryParameters3D.create(origin, dir)
var collision: Dictionary = world_space.intersect_ray(ray_query)
if collision == null: return
var arm_target_pos: Vector3 = collision["position"]
target.global_position = arm_target_pos

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@ -1,21 +1,25 @@
class_name Body extends Node3D
@export var arms: Array[Arm]
@export var pull_strength: float = 5.0
signal arm_enabled(arm)
signal arm_disabled(arm)
var active_arm: Arm
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for arm in arms:
arm_enabled.connect(arm._arm_enabled)
arm_disabled.connect(arm._arm_disabled)
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void:
for arm in arms:
if Input.is_action_just_pressed(arm.action):
arm_enabled.emit(arm)
if Input.is_action_pressed(arm.action):
active_arm = arm
return
if Input.is_action_just_released(arm.action):
arm_disabled.emit(arm)
active_arm = null
return
func _physics_process(delta: float) -> void:
if active_arm == null: return
active_arm.update_target_pos()