Godot 4.5.1
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@@ -4,19 +4,19 @@ class_name Player extends CharacterBody3D
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@export var _movement:PlayerMovement
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@export var walkSpeed:float:
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set(value):
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if _movement:
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_movement.walkSpeed = value
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get:
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if _movement:
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return _movement.walkSpeed
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return 0.0
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set(value):
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if _movement:
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_movement.walkSpeed = value
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get:
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if _movement:
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return _movement.walkSpeed
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return 0.0
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@export var runSpeed:float:
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set(value):
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if _movement:
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_movement.runSpeed = value
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get:
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if _movement:
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return _movement.runSpeed
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return 0.0
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set(value):
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if _movement:
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_movement.runSpeed = value
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get:
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if _movement:
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return _movement.runSpeed
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return 0.0
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@@ -19,6 +19,8 @@ dest_files=["res://.godot/imported/Player.png-44a553acafadade6fc26fd4f7692a8d9.s
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -26,6 +28,10 @@ mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -10,18 +10,18 @@ const CAMERA_PIXEL_SCALE = 1.0
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var angle = 0.0
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func _process(delta: float) -> void:
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if !camera || !target:
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return
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# Follow target
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# camera.global_transform.origin = target.global_transform.origin
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if !camera || !target:
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return
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# Follow target
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# camera.global_transform.origin = target.global_transform.origin
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# # Spin around origin.
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# var rotation_speed = 1 # Radians per second
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# angle += rotation_speed * delta
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# var radius = 3.0
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# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
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# camera.global_transform.origin += offset
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# # Spin around origin.
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# var rotation_speed = 1 # Radians per second
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# angle += rotation_speed * delta
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# var radius = 3.0
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# var offset = Vector3(radius * sin(angle), 2.0, radius * cos(angle))
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# camera.global_transform.origin += offset
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# # Look at target
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# camera.look_at(target.global_transform.origin, Vector3.UP)
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# # Look at target
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# camera.look_at(target.global_transform.origin, Vector3.UP)
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@@ -4,10 +4,10 @@ class_name PlayerInput extends Node
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@export var movement:PlayerMovement
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("pause"):
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PAUSE.menuPause()
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if Input.is_action_just_pressed("pause"):
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PAUSE.menuPause()
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if Input.is_action_just_pressed("interact"):
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interaction.interact()
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if Input.is_action_just_pressed("interact"):
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interaction.interact()
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movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
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@@ -4,24 +4,24 @@ class_name PlayerInteraction extends Node
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@export var player:CharacterBody3D
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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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if PAUSE.isMovementPaused():
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return false
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return true
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func interact() -> void:
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if !canInteract():
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return
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if !canInteract():
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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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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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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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if !interactable:
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return
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interactable.interactEvent.emit(player)
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interactable.interactEvent.emit(player)
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@@ -2,6 +2,6 @@
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class_name PlayerMovement extends "res://entity/EntityMovement.gd"
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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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if PAUSE.isMovementPaused():
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return false
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return true
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