using Godot; using System; using System.Collections.Generic; using System.Globalization; public partial class TASable : Node { [Export] RigidBody3D _assignedRigidBody3D; public RigidBody3D AssignedRigidBody3D { get { return this._assignedRigidBody3D; } } // Frame data public Dictionary framePositions = new Dictionary(); public Dictionary frameLinearVelocities = new Dictionary(); public Dictionary frameAngularVelocities = new Dictionary(); public virtual void SaveState(int frame) { this.framePositions[frame] = this.AssignedRigidBody3D.Position; this.frameLinearVelocities[frame] = this.AssignedRigidBody3D.LinearVelocity; this.frameAngularVelocities[frame] = this.AssignedRigidBody3D.AngularVelocity; } public virtual void LoadState(int frame) { this.AssignedRigidBody3D.Position = this.framePositions[frame]; this.AssignedRigidBody3D.LinearVelocity = this.frameLinearVelocities[frame]; this.AssignedRigidBody3D.AngularVelocity = this.frameAngularVelocities[frame]; } public override void _Ready() { TAS_System TAS = GetNode("/root/TAS_System"); TAS.FrameIncremented += this.OnFrameIncremented; TAS.FramesAdvanced += this.OnFramesAdvanced; TAS.FramesRegressed += this.OnFramesRegressed; TAS.StartedIncrementing += this.OnStartedIncrementing; TAS.StoppedIncrementing += this.OnStoppedIncrementing; TAS.FramesReset += this.OnFramesReset; this.SaveState(0); } public virtual void OnFrameIncremented(int newFrame) { this.SaveState(newFrame); GD.Print($"Frame advanced to {newFrame}, called from node {this.AssignedRigidBody3D.Name}"); } public virtual void OnFramesAdvanced(int startFrame, int endFrame) { this.LoadState(endFrame); GD.Print($"Frames advanced from {startFrame} to {endFrame}, called from node {this.AssignedRigidBody3D.Name}"); } public virtual void OnFramesRegressed(int startFrame, int endFrame) { this.LoadState(endFrame); GD.Print($"Frames regressed from {startFrame} to {endFrame}, called from node {this.AssignedRigidBody3D.Name}"); } public virtual void OnStartedIncrementing() { this.AssignedRigidBody3D.Freeze = false; } public virtual void OnStoppedIncrementing() { this.AssignedRigidBody3D.Freeze = true; } public virtual void OnFramesReset() { this.SaveState(0); } }