rotation rework, deletion of complex objects

This commit is contained in:
Rendo 2025-10-16 19:47:52 +05:00
commit 8dcd7725a9
15 changed files with 103 additions and 147 deletions

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@ -1,7 +1,6 @@
extends StructureBehaviour
@export var selected_recipe : Recipe
@onready var inventory : InOutInventory = get_parent().inventory
func _ready() -> void:
inventory.stack_added.connect(check_for_recipe)
@ -23,13 +22,12 @@ func _process(_delta: float) -> void:
var output : Structure = get_output_structure()
if output == null:
return
var ang_diff = Globals.facing_difference(output.facing,structure_parent.facing)
var ang_diff = output.direction_difference(structure_parent)
if output.inventory.can_add_from_side(ang_diff):
inventory.output_slot.merge_stack(output.inventory.add_from_side(inventory.output_slot.extract(),ang_diff))
func get_output_structure() -> Structure:
var facing_direction = Structure.facing_to_vector(structure_parent.facing)
var rotated = Vector2(0.5,1.5).rotated(-Vector2.DOWN.angle_to(facing_direction))
var rotated = Vector2(1.5,-0.5).rotated(structure_parent.direction)
return structure_parent.get_relative(rotated+Vector2(0.5,0.5))
func check_for_recipe(_stack : Stack, _position : int) -> void:

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@ -1,14 +1,7 @@
extends StructureBehaviour
@onready var inventory : BeltInventory = structure_parent.inventory
@onready var animator : AnimationPlayer = $"../AnimationPlayer"
func _ready() -> void:
sync_animations.call_deferred()
func sync_animations() -> void:
animator.seek(BeltManager.sync_time,true)
func _draw() -> void:
for i in range(inventory.capacity):
if inventory.internal_array[i].amount > 0:
@ -23,41 +16,20 @@ func _process(delta: float) -> void:
func calculate_position(index: int) -> Vector2:
var indexed_part = 16.0 / inventory.capacity
match structure_parent.facing:
Structure.Facing.RIGHT:
return Vector2.LEFT*8 + Vector2.RIGHT * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.DOWN:
return Vector2.UP*8 + Vector2.DOWN * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.LEFT:
return Vector2.RIGHT*8 + Vector2.LEFT * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.UP:
return Vector2.DOWN*8 + Vector2.UP * indexed_part * (index + inventory.progress_array[index])
return Vector2.ZERO
return -structure_parent.direction_vector()*8 + structure_parent.direction_vector() * indexed_part * (index + inventory.progress_array[index])
func get_next() -> Structure:
var faced_vector = Structure.facing_to_vector(structure_parent.facing)
return structure_parent.get_relative(faced_vector)
return structure_parent.get_relative(structure_parent.direction_vector())
func try_transfer(structure : Structure) -> void:
if structure == null or inventory.internal_array[inventory.capacity-1].amount == 0:
return
var last_slot = inventory.internal_array[inventory.capacity-1]
var ang_diff = Globals.facing_difference(structure_parent.facing,structure.facing)
var ang_diff = structure_parent.direction_difference(structure)
if structure.inventory.can_add_from_side(ang_diff,last_slot.held_item) == false:
return
last_slot.merge_stack(structure.inventory.add_from_side(last_slot.extract(),ang_diff))
if last_slot.amount == 0:
inventory.sort()
func _on_conveyor_switched_facing(to: Structure.Facing) -> void:
match to:
Structure.Facing.RIGHT:
animator.play("right")
Structure.Facing.DOWN:
animator.play("down")
Structure.Facing.LEFT:
animator.play("left")
Structure.Facing.UP:
animator.play("up")
sync_animations()

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@ -0,0 +1,4 @@
extends AnimationPlayer
func _ready() -> void:
seek.call_deferred(BeltManager.sync_time, true)

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@ -0,0 +1 @@
uid://drsty3i1820ha

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@ -0,0 +1,12 @@
extends Sprite2D
@export var textures : Array[Texture]
@export var structure : Structure
func _ready() -> void:
structure.changed_direction.connect(on_direction_changed)
func on_direction_changed(to: float, max_directions: int) -> void:
var indexed_direction = to*max_directions/TAU
texture = textures[indexed_direction]

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@ -0,0 +1 @@
uid://lchhqigib2t0