ray cast legth is now just the original length
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@@ -5,12 +5,13 @@ public partial class player : CharacterBody2D
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{
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[Export] public string playerName;
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[Export] public int speed = 400;
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[Export] public int rayCastLength = 64;
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public float rayCastLength;
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public Vector2 movement;
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public AnimatedSprite2D animatedSprite;
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public override void _Ready()
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{
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rayCastLength = GetNode<RayCast2D>("ray_cast_2d").TargetPosition.y;
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animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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}
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public void ChangeProcess(bool process)
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@@ -26,11 +27,12 @@ public partial class player : CharacterBody2D
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public override void _Process(double delta)
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{
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//set ray_cast target position
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RayCast2D rayCast = GetNode<RayCast2D>("ray_cast_2d");
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Vector2 rayCastPosition = new Vector2((float)Math.Round(movement.x), (float)Math.Round(movement.y)) * rayCastLength;
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if (rayCastPosition.Length() != 0) GetNode<RayCast2D>("ray_cast_2d").TargetPosition = rayCastPosition;
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if (rayCastPosition.Length() != 0) rayCast.TargetPosition = rayCastPosition;
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//call event in raycasted object
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if (Input.IsActionJustPressed("ui_accept") && GetNode<RayCast2D>("ray_cast_2d").IsColliding())
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GetNode<RayCast2D>("ray_cast_2d").GetCollider().Call("OnInteraction", playerName);
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if (Input.IsActionJustPressed("ui_accept") && rayCast.IsColliding())
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rayCast.GetCollider().Call("OnInteraction", playerName);
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//animation system (with controller support wcih cant get normalized vector)
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if (movement.Length() != 0)
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animatedSprite.Play();
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