Files
Trinittu/scripts/train_movement.gd
Overside srl 40cadd2f73 switch
2026-02-01 09:53:24 +01:00

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1.9 KiB
GDScript

extends MeshInstance3D
class_name TrainBody
signal speed_changed(new_speed: float)
signal rail_switched(old_rail: Path3D, new_rail: Path3D)
@export_group("Train")
@export var base_speed: float = 15.0
@export var max_speed: float = 50.0
@export var min_speed: float = 3.0
@export var acceleration: float = 12.0
@export var rail_a: Path3D
@export var rail_b: Path3D
var current_follower: PathFollow3D
var current_rail: Path3D
var current_speed: float = 15.0
func _ready() -> void:
current_speed = base_speed
switch_to_rail(rail_a)
func _process(delta: float) -> void:
_handle_input(delta)
current_follower.progress += current_speed * delta
func _handle_input(delta: float) -> void:
if Input.is_action_pressed("speed_up"):
current_speed = min(current_speed + acceleration * delta, max_speed)
speed_changed.emit(current_speed)
elif Input.is_action_pressed("speed_down"):
current_speed = max(current_speed - acceleration * delta, min_speed)
speed_changed.emit(current_speed)
func get_speed() -> float:
return current_speed
func switch_to_rail(new_rail: Path3D) -> void:
if new_rail == current_rail:
return
current_rail = new_rail
current_follower = new_rail.get_node("TrainEngine") as PathFollow3D
var closest_offset = find_closest_point_on_path(new_rail, global_position)
current_follower.progress = closest_offset
func find_closest_point_on_path(path: Path3D, point: Vector3) -> float:
var curve = path.curve
var closest_offset = 0.0
var min_distance = INF
var length = curve.get_baked_length()
var steps = 100 # Più alto = più preciso ma più lento
for i in range(steps + 1):
var offset = (float(i) / steps) * length
# Trasforma il punto locale della curva in coordinate globali
var path_point = path.global_transform * curve.sample_baked(offset)
var dist = point.distance_to(path_point)
if dist < min_distance:
min_distance = dist
closest_offset = offset
return closest_offset