Godot 4.5.1

This commit is contained in:
2025-12-14 22:43:11 +10:00
parent 5805ac2260
commit 4dd1ce64f5
433 changed files with 2922 additions and 585 deletions

View File

@@ -17,69 +17,69 @@ var _running:bool = false
# Private Methods
#
func _applyGravity() -> void:
if !body.is_on_floor():
body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
if !body.is_on_floor():
body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func _applyMovement() -> void:
if !canMove():
return
if !canMove():
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Use camera orientation for movement direction
var camBasis = cameraCurrent.global_transform.basis
# Use camera orientation for movement direction
var camBasis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -camBasis.z
forward.y = 0
forward = forward.normalized()
var right = camBasis.x
right.y = 0
right = right.normalized()
# Forward and right vectors, ignore vertical component
var forward = -camBasis.z
forward.y = 0
forward = forward.normalized()
var right = camBasis.x
right.y = 0
right = right.normalized()
var directionAdjusted = (
forward * _inputDir.y + right * _inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
var directionAdjusted = (
forward * _inputDir.y + right * _inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
if rotate:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotate.rotation.y = targetRot
if rotate:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotate.rotation.y = targetRot
var speed = walkSpeed
if _running:
speed = runSpeed
body.velocity.x = directionAdjusted.x * speed
body.velocity.z = directionAdjusted.z * speed
var speed = walkSpeed
if _running:
speed = runSpeed
body.velocity.x = directionAdjusted.x * speed
body.velocity.z = directionAdjusted.z * speed
func _applyFriction(delta:float) -> void:
body.velocity.x *= delta * FRICTION
body.velocity.z *= delta * FRICTION
body.velocity.x *= delta * FRICTION
body.velocity.z *= delta * FRICTION
#
# Protected Methods
# Protected Methods
#
func canMove() -> bool:
return true
return true
#
# Callbacks
#
func _enter_tree() -> void:
pass
pass
func _physics_process(delta:float) -> void:
if Engine.is_editor_hint():
return
if Engine.is_editor_hint():
return
if !body:
return
if !body:
return
_applyGravity()
_applyFriction(delta)
_applyMovement()
body.move_and_slide()
_applyGravity()
_applyFriction(delta)
_applyMovement()
body.move_and_slide()

View File

@@ -6,29 +6,29 @@ class_name NPC extends CharacterBody3D
# NPC Movement Accessors
@export var walkSpeed:float:
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 0
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 0
@export var runSpeed:float:
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 0
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 0
# NPC Interact Accessors
@export var interactType:NPCInteract.InteractType:
set(value):
if _interact:
_interact.interactType = value
get:
if _interact:
return _interact.interactType
return NPCInteract.InteractType.NONE
set(value):
if _interact:
_interact.interactType = value
get:
if _interact:
return _interact.interactType
return NPCInteract.InteractType.NONE

View File

@@ -2,19 +2,19 @@
class_name NPCInteract extends Node
enum InteractType {
NONE,
TEXT,
CUTSCENE
NONE,
TEXT,
CUTSCENE
}
@export var interactType:InteractType = InteractType.NONE
func onInteract(player:Player) -> void:
print("NPC Interacted with by Player: %s" % player.name)
pass
print("NPC Interacted with by Player: %s" % player.name)
pass
func onInteractable(player:Player) -> void:
pass
pass
func onNotInteractable(player:Player) -> void:
pass
pass

View File

@@ -1,5 +1,5 @@
class_name NPCTest extends Node
func onInteract(playerEntity: Player) -> void:
print("Player has interacted with the NPC.")
UI.TEXTBOX.setText("You have interacted with the NPC.")
print("Player has interacted with the NPC.")
UI.TEXTBOX.setText("You have interacted with the NPC.")

View File

@@ -4,19 +4,19 @@ class_name Player extends CharacterBody3D
@export var _movement:PlayerMovement
@export var walkSpeed:float:
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 0.0
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 0.0
@export var runSpeed:float:
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 0.0
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 0.0

View File

@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/Player.png-44a553acafadade6fc26fd4f7692a8d9.s
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -26,6 +28,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -10,18 +10,18 @@ const CAMERA_PIXEL_SCALE = 1.0
var angle = 0.0
func _process(delta: float) -> void:
if !camera || !target:
return
# Follow target
# camera.global_transform.origin = target.global_transform.origin
if !camera || !target:
return
# Follow target
# camera.global_transform.origin = target.global_transform.origin
# # Spin around origin.
# var rotation_speed = 1 # Radians per second
# angle += rotation_speed * delta
# var radius = 3.0
# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
# camera.global_transform.origin += offset
# # Spin around origin.
# var rotation_speed = 1 # Radians per second
# angle += rotation_speed * delta
# var radius = 3.0
# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
# camera.global_transform.origin += offset
# # Look at target
# camera.look_at(target.global_transform.origin, Vector3.UP)
# # Look at target
# camera.look_at(target.global_transform.origin, Vector3.UP)

View File

@@ -4,10 +4,10 @@ class_name PlayerInput extends Node
@export var movement:PlayerMovement
func _process(delta: float) -> void:
if Input.is_action_just_pressed("pause"):
PAUSE.menuPause()
if Input.is_action_just_pressed("pause"):
PAUSE.menuPause()
if Input.is_action_just_pressed("interact"):
interaction.interact()
if Input.is_action_just_pressed("interact"):
interaction.interact()
movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()

View File

@@ -4,24 +4,24 @@ class_name PlayerInteraction extends Node
@export var player:CharacterBody3D
func canInteract() -> bool:
if PAUSE.isMovementPaused():
return false
return true
if PAUSE.isMovementPaused():
return false
return true
func interact() -> void:
if !canInteract():
return
if !canInteract():
return
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
var overlapping = interactableArea.get_overlapping_areas()
var interactable: InteractableArea = null
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
for node in overlapping:
if !(node is InteractableArea):
continue
interactable = node
break
if !interactable:
return
if !interactable:
return
interactable.interactEvent.emit(player)
interactable.interactEvent.emit(player)

View File

@@ -2,6 +2,6 @@
class_name PlayerMovement extends "res://entity/EntityMovement.gd"
func canMove() -> bool:
if PAUSE.isMovementPaused():
return false
return true
if PAUSE.isMovementPaused():
return false
return true