Refactoring crap

This commit is contained in:
2025-06-30 23:06:43 -05:00
parent 3c11b232fa
commit 342d6745d1
220 changed files with 420 additions and 3576 deletions

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@tool
class_name MapCamera extends Camera3D
@export var targetFollow:Node3D = null
@export var pathFollow:PathFollow3D = null
@export var pathMap:Path3D = null
func _process(delta):
if !pathMap || !targetFollow || !pathMap.curve:
return
var point = pathMap.curve.get_closest_point(targetFollow.global_transform.origin)
pathFollow.progress_ratio = pathMap.curve.get_closest_offset(point) / pathMap.curve.get_baked_length()
global_transform.origin = pathFollow.global_transform.origin
look_at(targetFollow.global_transform.origin, Vector3.UP)

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uid://csb0i132lcu0w

48
scripts/entities/NPC.gd Normal file
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class_name NPC extends CharacterBody3D
enum InteractType {
NONE,
TEXTBOX,
CUTSCENE
}
# Movement speed in units per second
@export var gravity: float = 24.8
@export var interactType:InteractType = InteractType.NONE
@export_multiline var interactTexts:Array[String] = []
@export var cutscene:Cutscene = null
var nextTextIndex:int = 0
func _enter_tree() -> void:
$InteractableArea.interactEvent.connect(_on_interact)
func _exit_tree() -> void:
$InteractableArea.interactEvent.disconnect(_on_interact)
UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
func _physics_process(delta):
# Apply gravity if not on floor
if !is_on_floor():
velocity += PHYSICS.GRAVITY * delta
move_and_slide()
func _on_interact() -> void:
nextTextIndex = 0
match interactType:
InteractType.TEXTBOX:
UI.TEXTBOX.setText(interactTexts[nextTextIndex])
UI.TEXTBOX.textboxClosing.connect(onTextboxClosing)
InteractType.CUTSCENE:
if cutscene:
cutscene.start()
_:
return
func onTextboxClosing() -> void:
nextTextIndex += 1
if nextTextIndex < interactTexts.size():
UI.TEXTBOX.setText(interactTexts[nextTextIndex])
else:
UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)

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uid://jbarxyoib5a7

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uid://c0by5m1upv57h

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class_name Player extends CharacterBody3D

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uid://ylmy3nvpirgr

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class_name PlayerInteraction extends Node
@export var interactableArea:Area3D
func canInteract() -> bool:
if PAUSE.isMovementPaused():
return false
return true
func _process(delta: float) -> void:
if !canInteract():
return
if !Input.is_action_just_pressed("interact"):
return
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
if !interactable:
return
interactable.interactEvent.emit()

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class_name PlayerMovement extends Node
const TURN_SPEED = 12.0
const SPEED = 8.0
@export var player:CharacterBody3D
func _ready() -> void:
player = get_parent().get_parent()
func canMove() -> bool:
if PAUSE.isMovementPaused():
return false
return true
func _physics_process(delta:float) -> void:
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Player movement
var directionAdjusted = Vector3.ZERO
if canMove():
var inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
# Use camera orientation for movement direction
var cam_basis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -cam_basis.z
forward.y = 0
forward = forward.normalized()
var right = cam_basis.x
right.y = 0
right = right.normalized()
directionAdjusted = (forward * inputDir.y + right * inputDir.x).normalized()
# Rotate player to face movement direction if moving
if directionAdjusted.length() > 0.01:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
player.rotation.y = lerp_angle(
player.rotation.y, targetRot, TURN_SPEED * delta
)
# Apply gravity if not on floor
if !player.is_on_floor():
player.velocity += PHYSICS.GRAVITY * delta
# Set velocity and move
player.velocity.x = directionAdjusted.x * SPEED
player.velocity.z = directionAdjusted.z * SPEED
player.move_and_slide()

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