rj-action-library/Runtime/Animation/Follow.cs

67 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Text;
using Godot;
namespace Rokojori
{
[Tool]
[GlobalClass]
public partial class Follow:Node
{
[Export]
public Node3D source;
[Export]
public Node3D target;
[Export]
public Smoothing positionSmoothing;
[Export]
public TimeLine timeline;
float _lastCoefficient = 0;
int _lastFrames = -1;
public override void _Process( double delta )
{
if ( positionSmoothing != null && positionSmoothing is ExpSmoothing exp )
{
if ( _lastCoefficient != exp.coefficient )
{
_lastCoefficient = exp.coefficient;
var duration = exp.ComputeDuration();
var framesOn60hz = duration / ( 1f / 60f );
this.LogInfo( "Duration:", duration._FFF(), "seconds or", framesOn60hz._FF(), "frames", "For coefficient:", _lastCoefficient );
}
}
if ( positionSmoothing != null && positionSmoothing is FrameSmoothing fra )
{
if ( _lastFrames != fra.frames )
{
_lastFrames = fra.frames;
var coefficient = fra.GetCoefficientForFrames( fra.frames );
var framesOn60hz = fra.frames * ( 1f / 60f );
this.LogInfo( "Frames:", fra.frames, "Seconds", framesOn60hz._FF(), "Coefficient:", coefficient );
}
}
if ( source == null || target == null || Engine.IsEditorHint() )
{
return;
}
var tl = TimeLine.IfNull_ReplaceByGameTime( timeline );
target.GlobalPosition = Smoothing.Apply( positionSmoothing, source.GlobalPosition, tl.delta );
}
}
}