Files
2026-09-19 10:06:28 -04:00

105 lines
4.0 KiB
GDScript

class_name SliceRing
extends Node3D
@export var slice_ring_mesh : MeshInstance3D
@export_file("*.scn", "*.tscn") var slice_ring_hurtbox : String
@export_category("Input")
@export var slice_ring_input : InputResource
@export var _joystick_tilt_threshold : float = 0.6
@export var _flick_threshold : float = 0.15
@export_range(0.01, 0.1, 0.001) var _flick_detection_timer_delay : float = 0.05
@export var _rotation_lerp_speed : float = 20.0
@export var _random_slice_positions_horizontal : Array[float]
@export var _random_slice_positions_vertical : Array[float]
@export_range(0.02, 1.0, 0.02) var _max_time_between_cuts : float = 0.12
@export_category("Visuals")
@export var _high_power_material : Material
@export var _low_power_material : Material
@onready var _flick_timer : Timer = $FlickTimer
@onready var _slice_timer : Timer = $SliceTimer
signal slice_aim_update(bool, float)
signal slice_executed
var _is_aiming_slice : bool = false
var _last_angle_vector_length : float = 0.0
func _ready() -> void:
slice_ring_mesh.quaternion = Quaternion.IDENTITY
InputHandler.add_input_resource(self, slice_ring_input)
func set_high_power(_high_power:bool) -> void:
slice_ring_mesh.mesh.surface_set_material(0, _high_power_material if _high_power else _low_power_material)
func _calculate_slice_angle(_delta:float, _vector:Vector2, _tilt_input:bool) -> void:
var angle_length : float = _vector.length()
if _slice_timer.is_stopped():
if angle_length >= _joystick_tilt_threshold or not _tilt_input:
var normalised_vector : Vector2 = _vector.normalized()
var angle : float = atan2(normalised_vector.y, normalised_vector.x)
slice_ring_mesh.quaternion = lerp(slice_ring_mesh.quaternion, Quaternion(basis.z, angle), _delta * angle_length * _rotation_lerp_speed)
_is_aiming_slice = true
elif _tilt_input and _last_angle_vector_length >= _joystick_tilt_threshold:
if _flick_timer.is_inside_tree() and _flick_timer.is_stopped() and _last_angle_vector_length >= _joystick_tilt_threshold:
_flick_timer.start(_flick_detection_timer_delay)
emit_signal("slice_aim_update", _is_aiming_slice, slice_ring_mesh.rotation.z)
_last_angle_vector_length = angle_length
func _on_flick_timer_timeout() -> void:
if _last_angle_vector_length < _flick_threshold:
_execute_slice()
_is_aiming_slice = false
emit_signal("slice_aim_update", _is_aiming_slice, 0.0)
func _execute_slice(_treat_as_flick:bool = true, _vertical_slices:bool = false) -> void:
slice_ring_mesh.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_INHERIT if _treat_as_flick else Node.PHYSICS_INTERPOLATION_MODE_OFF
if _slice_timer.is_inside_tree() and _slice_timer.is_stopped():
if not _treat_as_flick and not _is_aiming_slice:
var random_roll : float = 0.0
if _vertical_slices:
if _random_slice_positions_vertical.size() > 0:
random_roll = _random_slice_positions_vertical[0]
_random_slice_positions_vertical.remove_at(0)
_random_slice_positions_vertical.append(random_roll)
else:
random_roll = 90.0
else:
if _random_slice_positions_horizontal.size() > 0:
random_roll = _random_slice_positions_horizontal[0]
_random_slice_positions_horizontal.remove_at(0)
_random_slice_positions_horizontal.append(random_roll)
else:
random_roll = 90.0
slice_ring_mesh.quaternion = Quaternion(Vector3.FORWARD, deg_to_rad(random_roll))
var _slice_ring_hurtbox_node : HurtboxBase = load(slice_ring_hurtbox).instantiate()
if _slice_ring_hurtbox_node:
_slice_ring_hurtbox_node.global_transform = slice_ring_mesh.global_transform
get_tree().root.add_child(_slice_ring_hurtbox_node)
emit_signal("slice_executed")
_slice_timer.start()
func _on_slice_timer_timeout() -> void:
pass
func _on_horizontal_slice_pressed() -> void:
_execute_slice(false, false)
func _on_vertical_slice_pressed() -> void:
_execute_slice(false, true)
func _on_aim_slice_ring_2d(_delta:float, _vector:Vector2) -> void:
_calculate_slice_angle(_delta, _vector, true)
func _on_aim_slice_ring_mouse(_delta:float, _vector:Vector2) -> void:
_calculate_slice_angle(_delta, _vector, false)