imperfect-space/scripts/GameObject.cs

157 lines
4.2 KiB
C#

using System.Collections.Generic;
using Godot;
public abstract class GameObject
{
public Sector CurrentSector { get; protected set; }
public Vector3 LocalCoordinates { get; protected set; }
public Vector3Dec GlobalCoordinates { get; protected set; }
public Vector3 SectorOffset { get; set; }
private bool reassigning = false;
public GameObject(Sector sector, Vector3 localCoordinates)
{
CurrentSector = sector;
LocalCoordinates = localCoordinates;
GlobalCoordinates = new
(
sector.GlobalCenterCoordinates.X + (decimal)localCoordinates.X,
sector.GlobalCenterCoordinates.Y + (decimal)localCoordinates.Y,
sector.GlobalCenterCoordinates.Z + (decimal)localCoordinates.Z
);
}
public GameObject(Sector sector, double localX, double localY, double localZ)
{
CurrentSector = sector;
LocalCoordinates = new(localX, localY, localZ);
GlobalCoordinates = new
(
sector.GlobalStartCoordinates.X + (decimal)localX,
sector.GlobalStartCoordinates.Y + (decimal)localY,
sector.GlobalStartCoordinates.Z + (decimal)localZ
);
}
public GameObject(Vector3Dec coordinates)
{
GlobalCoordinates = coordinates;
UpdateSector();
}
public GameObject(decimal x, decimal y, decimal z)
{
GlobalCoordinates = new(x, y, z);
UpdateSector();
}
public bool IsInCurrentSector()
{
return Helpers.IsInsideArea(CurrentSector.Size / 2, LocalCoordinates);
}
public void UpdateSector()
{
List<Sector> neighbours = CurrentSector.GetNeighbouringSectors();
foreach (Sector sector in neighbours)
{
if (sector.IsObjectInSector(this))
{
sector.AssignObject(this);
reassigning = true;
return;
}
}
foreach (Sector sector in GameManager.Singleton.GameUniverse.Sectors)
{
if (sector.IsObjectInSector(this))
{
sector.AssignObject(this);
reassigning = true;
return;
}
}
}
public void AssignSector(Sector sector)
{
CurrentSector = sector;
ResetLocalCoordinates();
SectorOffset = GetSectorOffset(GameManager.Singleton.GetCurrentSector());
if (this is Character)
{
GameManager.Singleton.ApplyOrigin();
}
if (this is not Character)
{
List<Sector> neighbours = GameManager.Singleton.GetCurrentSector().GetNeighbouringSectors();
if (neighbours.Contains(sector))
{
GameManager.Singleton.Spawn(this);
}
else
{
GameManager.Singleton.Despawn(this);
}
}
reassigning = false;
}
public Vector3 GetSectorOffset(Sector sector)
{
Vector3Dec relative = CurrentSector.GlobalCenterCoordinates - sector.GlobalCenterCoordinates;
return relative.ToVector3();
}
public virtual void UpdateSectorOffset(Sector sector)
{
SectorOffset = GetSectorOffset(sector);
}
public void SetCoordinatesFromGlobal(Vector3Dec globalCoordinates)
{
GlobalCoordinates = globalCoordinates;
LocalCoordinates = (globalCoordinates - CurrentSector.GlobalCenterCoordinates).ToVector3();
UpdateNodePosition();
}
public void SetCoordinatesFromLocal(Vector3 localCoordinates)
{
LocalCoordinates = localCoordinates;
GlobalCoordinates = Vector3Dec.FromVector3(localCoordinates) + CurrentSector.GlobalCenterCoordinates;
UpdateNodePosition();
}
public void ResetLocalCoordinates()
{
SetCoordinatesFromGlobal(GlobalCoordinates);
}
public virtual void UpdateNodePosition() { }
public virtual void Simulate(double delta)
{
if (!reassigning && !IsInCurrentSector())
{
UpdateSector();
}
}
public virtual Node3D Instantiate(Sector sector)
{
PackedScene modulePrefab = ResourceLoader.Load<PackedScene>("res://prefabs/gameObjects/node.tscn");
return modulePrefab.Instantiate<Node3D>();
}
}