73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using CodingLand.Scripts.Logic;
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using Godot;
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namespace CodingLand.Scripts;
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public partial class Player : CharacterBody2D
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{
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	private int _currentPlayerId = 1;
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	[Export] public float MaxSpeed = 400f;
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	[Export] public float Acceleration = 500f;
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	[Export] public float Deceleration = 500f;
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	[Export] public float RotationSpeed = 5f;
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	[Export] public Camera2D PlayerCamera;
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	[Export] public PlayerInput PlayerInput;
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	[Export] public Timer PlayerDashCountdown;
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	[Export] public float PlayerDashAcceleration = 2f;
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	[Export] public int PlayerId
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	{
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		get => _currentPlayerId;
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		set
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		{
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			_currentPlayerId = value;
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			PlayerInput.SetMultiplayerAuthority(value);
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		}
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	}
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	public void SetPlayerId(int id)
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	{
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		PlayerId = id;
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		PlayerInput.SetMultiplayerAuthority(id);
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	}
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	public override void _Ready()
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	{
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		if (PlayerId == Multiplayer.GetUniqueId())
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			PlayerCamera.Enabled = true;
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	}
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	public override void _PhysicsProcess(double delta)
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	{
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		var input = PlayerInput.MovementDirection;
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		if (input != Vector2.Zero)
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		{
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			input = input.Normalized();
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			Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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			var finalRotation = input.Angle() + Mathf.Pi / 2;
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			Rotation = Mathf.LerpAngle(Rotation, finalRotation, RotationSpeed * (float)delta);
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		}
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		else
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		{
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			Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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		}
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		if (PlayerInput.IsDashing && PlayerDashCountdown.IsStopped())
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		{
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			PlayerInput.IsDashing = false;
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			Velocity *= PlayerDashAcceleration;
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			PlayerDashCountdown.Start();
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		}
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		Position += Velocity * (float)delta;
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		MoveAndSlide();
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	}
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}
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