Refactoring crap
This commit is contained in:
15
scripts/entities/MapCamera.gd
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15
scripts/entities/MapCamera.gd
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@tool
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class_name MapCamera extends Camera3D
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@export var targetFollow:Node3D = null
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@export var pathFollow:PathFollow3D = null
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@export var pathMap:Path3D = null
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func _process(delta):
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if !pathMap || !targetFollow || !pathMap.curve:
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return
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var point = pathMap.curve.get_closest_point(targetFollow.global_transform.origin)
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pathFollow.progress_ratio = pathMap.curve.get_closest_offset(point) / pathMap.curve.get_baked_length()
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global_transform.origin = pathFollow.global_transform.origin
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look_at(targetFollow.global_transform.origin, Vector3.UP)
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1
scripts/entities/MapCamera.gd.uid
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1
scripts/entities/MapCamera.gd.uid
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uid://csb0i132lcu0w
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48
scripts/entities/NPC.gd
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48
scripts/entities/NPC.gd
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class_name NPC extends CharacterBody3D
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enum InteractType {
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NONE,
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TEXTBOX,
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CUTSCENE
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}
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# Movement speed in units per second
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@export var gravity: float = 24.8
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@export var interactType:InteractType = InteractType.NONE
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@export_multiline var interactTexts:Array[String] = []
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@export var cutscene:Cutscene = null
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var nextTextIndex:int = 0
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func _enter_tree() -> void:
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$InteractableArea.interactEvent.connect(_on_interact)
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func _exit_tree() -> void:
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$InteractableArea.interactEvent.disconnect(_on_interact)
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UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
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func _physics_process(delta):
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# Apply gravity if not on floor
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if !is_on_floor():
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velocity += PHYSICS.GRAVITY * delta
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move_and_slide()
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func _on_interact() -> void:
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nextTextIndex = 0
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match interactType:
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InteractType.TEXTBOX:
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UI.TEXTBOX.setText(interactTexts[nextTextIndex])
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UI.TEXTBOX.textboxClosing.connect(onTextboxClosing)
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InteractType.CUTSCENE:
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if cutscene:
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cutscene.start()
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_:
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return
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func onTextboxClosing() -> void:
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nextTextIndex += 1
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if nextTextIndex < interactTexts.size():
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UI.TEXTBOX.setText(interactTexts[nextTextIndex])
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else:
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UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
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1
scripts/entities/NPC.gd.uid
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1
scripts/entities/NPC.gd.uid
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uid://jbarxyoib5a7
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1
scripts/entities/PathFollowEntity.gd.uid
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1
scripts/entities/PathFollowEntity.gd.uid
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uid://b26ki3ljfkulh
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1
scripts/entities/Player.gd.uid
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1
scripts/entities/Player.gd.uid
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uid://c0by5m1upv57h
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1
scripts/entities/player/Player.gd
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1
scripts/entities/player/Player.gd
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class_name Player extends CharacterBody3D
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1
scripts/entities/player/Player.gd.uid
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1
scripts/entities/player/Player.gd.uid
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uid://ylmy3nvpirgr
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29
scripts/entities/player/PlayerInteraction.gd
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29
scripts/entities/player/PlayerInteraction.gd
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class_name PlayerInteraction extends Node
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@export var interactableArea:Area3D
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func canInteract() -> bool:
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if PAUSE.isMovementPaused():
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return false
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return true
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func _process(delta: float) -> void:
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if !canInteract():
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return
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if !Input.is_action_just_pressed("interact"):
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return
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var overlapping = interactableArea.get_overlapping_areas()
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var interactable: InteractableArea = null
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for node in overlapping:
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if !(node is InteractableArea):
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continue
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interactable = node
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break
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if !interactable:
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return
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interactable.interactEvent.emit()
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1
scripts/entities/player/PlayerInteraction.gd.uid
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1
scripts/entities/player/PlayerInteraction.gd.uid
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uid://b3nty7pvbo58d
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51
scripts/entities/player/PlayerMovement.gd
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51
scripts/entities/player/PlayerMovement.gd
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class_name PlayerMovement extends Node
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const TURN_SPEED = 12.0
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const SPEED = 8.0
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@export var player:CharacterBody3D
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func _ready() -> void:
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player = get_parent().get_parent()
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func canMove() -> bool:
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if PAUSE.isMovementPaused():
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return false
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return true
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func _physics_process(delta:float) -> void:
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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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# Player movement
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var directionAdjusted = Vector3.ZERO
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if canMove():
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var inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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# Use camera orientation for movement direction
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var cam_basis = cameraCurrent.global_transform.basis
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# Forward and right vectors, ignore vertical component
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var forward = -cam_basis.z
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forward.y = 0
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forward = forward.normalized()
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var right = cam_basis.x
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right.y = 0
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right = right.normalized()
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directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
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# Rotate player to face movement direction if moving
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if directionAdjusted.length() > 0.01:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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player.rotation.y = lerp_angle(
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player.rotation.y, targetRot, TURN_SPEED * delta
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)
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# Apply gravity if not on floor
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if !player.is_on_floor():
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player.velocity += PHYSICS.GRAVITY * delta
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# Set velocity and move
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player.velocity.x = directionAdjusted.x * SPEED
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player.velocity.z = directionAdjusted.z * SPEED
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player.move_and_slide()
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1
scripts/entities/player/PlayerMovement.gd.uid
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1
scripts/entities/player/PlayerMovement.gd.uid
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@@ -0,0 +1 @@
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uid://bwxdv3kxrs4oj
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