A Minecraft style clone in Godot
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class_name DroppedBlock
extends RigidBody3D
## The amount of time to wait before PickupArea is set to monitorable[br]
## This is to ensure that the item isn't picked up immediately after throwing
@export var pickup_timeout: int = 1
@export var animation_player: AnimationPlayer
@export var block_mesh: MeshInstance3D
@export var pickup_area: Area3D
var id: String
var resource: BlockResource
var impulse: Vector3 = Vector3.ZERO
func _ready() -> void:
animation_player.play("start_animation")
await get_tree().create_timer(pickup_timeout).timeout # Give block enough time to clear player collision
pickup_area.monitoring = true
# TODO: Rename to something else (maybe remove())
# Move to signal?
func destroy_block() -> void:
queue_free()
func get_id() -> String:
return id
func initialize(block_id: String, start_position: Vector3, drop_direction: Vector3 = Vector3.ZERO, drop_impulse: float = 0.0) -> void:
set_id(block_id)
position = start_position
impulse = drop_direction * drop_impulse
apply_central_impulse(impulse)
func set_id(block_id: String) -> void:
id = block_id
_load_resource_data()
_apply_material()
func _apply_material() -> void:
if block_mesh == null: return
if resource == null: return
block_mesh.set_surface_override_material(0, resource.material_texture)
func _load_resource_data() -> void:
if not id:
printerr("Could not load resource data. Block ID was empty.")
return
if not id in DBItems.data:
printerr("Could not load resource data. Unknown Block ID: ", id)
return
resource = DBItems.data[id]
func _on_pickup_area_body_entered(body: Node3D) -> void:
if not body is Player: return
# TODO: Update stack count dynamically
var stack_count: int = 1
var item: DBItemResource = (DBItems.data[get_id()] as Resource).duplicate()
item.amount = stack_count
InventoryManager.item_picked_up.emit(item)
queue_free()