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Files
Dog-Lynx-And-HCN/scripts/Statemachine/ItemDropped.gd
T

40 lines
1.2 KiB
GDScript

extends RigidBody2D
class_name ItemDropped
var item: ItemStore.ItemType = ItemStore.ItemType.BASEBALL
var stackCount: int = 1
var targetPlayer: EntityBase = null
@onready var texture: Sprite2D = $"%texture"
func _process(_delta):
texture.texture = ItemStore.getTexture(item)
func _physics_process(_delta):
if !is_instance_valid(targetPlayer):
targetPlayer = findPlayer()
if is_instance_valid(targetPlayer):
apply_central_force((targetPlayer.position - position).normalized() * 1000)
func findPlayer() -> EntityBase:
var result = null
var lastDistance = INF
for player in get_tree().get_nodes_in_group("players"):
if player is EntityBase:
if position.distance_to(player.position) < lastDistance:
lastDistance = position.distance_to(player.position)
result = player
return result
static func generate(
itemType: ItemStore.ItemType,
count: int,
spawnPosition: Vector2,
addToWorld: bool = true
):
var instance: ItemDropped = preload("res://components/UI/ItemDropped.tscn").instantiate()
instance.item = itemType
instance.stackCount = count
instance.position = spawnPosition
if addToWorld:
WorldManager.rootNode.call_deferred("add_child", instance)
return instance