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

@@ -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