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

View file

@ -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()