Prog
This commit is contained in:
@@ -4,24 +4,24 @@ class_name EntityMovement extends Node
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const FRICTION = 0.01
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enum FacingDirection {
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SOUTH = 0,
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EAST = 1,
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NORTH = 2,
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WEST = 3
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SOUTH = 0,
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EAST = 1,
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NORTH = 2,
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WEST = 3
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};
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const FacingDirWalkAnimations = {
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FacingDirection.SOUTH: "walk_south",
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FacingDirection.EAST: "walk_east",
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FacingDirection.NORTH: "walk_north",
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FacingDirection.WEST: "walk_west"
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FacingDirection.SOUTH: "walk_south",
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FacingDirection.EAST: "walk_east",
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FacingDirection.NORTH: "walk_north",
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FacingDirection.WEST: "walk_west"
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};
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const FacingDirAngle = {
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FacingDirection.SOUTH: 0.0,
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FacingDirection.EAST: PI / 2,
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FacingDirection.NORTH: PI,
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FacingDirection.WEST: -PI / 2
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FacingDirection.SOUTH: 0.0,
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FacingDirection.EAST: PI / 2,
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FacingDirection.NORTH: PI,
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FacingDirection.WEST: -PI / 2
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};
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var _inputDir:Vector2 = Vector2.ZERO
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@@ -34,115 +34,115 @@ var _running:bool = false
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@export var walkSpeed:float = 48.0
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@export var runSpeed:float = 64.0
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@export var facingDir:FacingDirection = FacingDirection.SOUTH:
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set(value):
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_facingDir = value
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_updateSprite()
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get:
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return _facingDir
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set(value):
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_facingDir = value
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_updateSprite()
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get:
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return _facingDir
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#
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# Private Methods
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#
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func _updateSprite() -> void:
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if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
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return
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sprite.animation = FacingDirWalkAnimations[facingDir]
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if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
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return
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sprite.animation = FacingDirWalkAnimations[facingDir]
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func _applyFacingDir() -> void:
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if !sprite || _inputDir.length() <= 0.01:
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return
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if !sprite || _inputDir.length() <= 0.01:
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return
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if _inputDir.y > 0:
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if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.NORTH
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else:
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facingDir = FacingDirection.NORTH
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elif _inputDir.y < 0:
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if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.SOUTH
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else:
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facingDir = FacingDirection.SOUTH
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elif _inputDir.x > 0:
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facingDir = FacingDirection.EAST
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else:
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facingDir = FacingDirection.WEST
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if _inputDir.y > 0:
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if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.NORTH
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else:
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facingDir = FacingDirection.NORTH
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elif _inputDir.y < 0:
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if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
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if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
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facingDir = FacingDirection.EAST
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elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
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facingDir = FacingDirection.WEST
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else:
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facingDir = FacingDirection.SOUTH
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else:
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facingDir = FacingDirection.SOUTH
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elif _inputDir.x > 0:
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facingDir = FacingDirection.EAST
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else:
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facingDir = FacingDirection.WEST
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func _applyGravity() -> void:
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if !body.is_on_floor():
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body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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if !body.is_on_floor():
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body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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func _applyMovement() -> void:
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if !canMove():
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return
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if !canMove():
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return
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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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var cameraCurrent = get_viewport().get_camera_3d()
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if !cameraCurrent:
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return
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# Use camera orientation for movement direction
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var camBasis = cameraCurrent.global_transform.basis
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# Use camera orientation for movement direction
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var camBasis = cameraCurrent.global_transform.basis
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# Forward and right vectors, ignore vertical component
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var forward = -camBasis.z
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forward.y = 0
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forward = forward.normalized()
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var right = camBasis.x
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right.y = 0
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right = right.normalized()
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# Forward and right vectors, ignore vertical component
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var forward = -camBasis.z
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forward.y = 0
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forward = forward.normalized()
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var right = camBasis.x
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right.y = 0
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right = right.normalized()
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var directionAdjusted = (
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forward * _inputDir.y + right * _inputDir.x
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).normalized()
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if directionAdjusted.length() <= 0.01:
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return
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var directionAdjusted = (
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forward * _inputDir.y + right * _inputDir.x
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).normalized()
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if directionAdjusted.length() <= 0.01:
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return
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if rotate:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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rotate.rotation.y = targetRot
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if rotate:
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var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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rotate.rotation.y = targetRot
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var speed = walkSpeed
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if _running:
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speed = runSpeed
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body.velocity.x = directionAdjusted.x * speed
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body.velocity.z = directionAdjusted.z * speed
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var speed = walkSpeed
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if _running:
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speed = runSpeed
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body.velocity.x = directionAdjusted.x * speed
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body.velocity.z = directionAdjusted.z * speed
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func _applyFriction(delta:float) -> void:
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body.velocity.x *= delta * FRICTION
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body.velocity.z *= delta * FRICTION
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body.velocity.x *= delta * FRICTION
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body.velocity.z *= delta * FRICTION
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#
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# Protected Methods
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#
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func canMove() -> bool:
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return true
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return true
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#
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# Callbacks
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#
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func _enter_tree() -> void:
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_updateSprite()
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_updateSprite()
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func _physics_process(delta:float) -> void:
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if Engine.is_editor_hint():
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return
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if Engine.is_editor_hint():
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return
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if !body:
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return
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if !body:
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return
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_applyGravity()
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_applyFriction(delta)
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_applyMovement()
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_applyFacingDir()
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body.move_and_slide()
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_applyGravity()
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_applyFriction(delta)
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_applyMovement()
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_applyFacingDir()
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body.move_and_slide()
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@@ -4,35 +4,35 @@ class_name NPC extends CharacterBody3D
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@export var _movement:NPCMovement
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@export var facingDirection:EntityMovement.FacingDirection:
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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@export var walkSpeed:float = 48.0:
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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 48.0
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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 48.0
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@export var runSpeed:float = 64.0:
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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 64.0
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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 64.0
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func onInteract(player:Player) -> void:
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UI.TEXTBOX.setText("Hello, I'm an NPC!\nThis is the second line here, I am purposefully adding a tonne of words so that it is forced to go across multiple lines and you can see how the word wrapping works, not only using Godot's built in word wrapping but with my advanced visibile characters smart wrapping. Now I am doing a multiline thing\nLine 1\nLine 2\nLine 3\nLine 4\nLine 5\nLine 6\nLine 7\nLine 8\nLine 9\nLine 10");
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pass
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UI.TEXTBOX.setText("Hello, I'm an NPC!\nThis is the second line here, I am purposefully adding a tonne of words so that it is forced to go across multiple lines and you can see how the word wrapping works, not only using Godot's built in word wrapping but with my advanced visibile characters smart wrapping. Now I am doing a multiline thing\nLine 1\nLine 2\nLine 3\nLine 4\nLine 5\nLine 6\nLine 7\nLine 8\nLine 9\nLine 10");
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pass
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func _enter_tree() -> void:
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pass
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pass
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@@ -1,5 +1,5 @@
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class_name NPCTest extends Node
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func onInteract(playerEntity: Player) -> void:
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print("Player has interacted with the NPC.")
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UI.TEXTBOX.setText("You have interacted with the NPC.")
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print("Player has interacted with the NPC.")
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UI.TEXTBOX.setText("You have interacted with the NPC.")
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@@ -4,28 +4,28 @@ class_name Player extends CharacterBody3D
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@export var _movement:PlayerMovement
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@export var facingDirection:EntityMovement.FacingDirection:
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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set(value):
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if _movement:
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_movement.facingDir = value
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get:
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if _movement:
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return _movement.facingDir
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return EntityMovement.FacingDirection.SOUTH
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@export var walkSpeed:float = 48.0:
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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 48.0
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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 48.0
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@export var runSpeed:float = 64.0:
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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 64.0
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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 64.0
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@@ -9,25 +9,25 @@ const CAMERA_PIXEL_SCALE = 1.0
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@export var offset:Vector3 = Vector3(0, 0, 12)
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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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if !camera || !target:
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return
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# I tried a few things but this is most consistent for both backbuffer and
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# framebuffer viewports.
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var viewportHeight = get_viewport().get_visible_rect().size.y;
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var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
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# I tried a few things but this is most consistent for both backbuffer and
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# framebuffer viewports.
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var viewportHeight = get_viewport().get_visible_rect().size.y;
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var unitScale = CAMERA_PIXEL_SCALE * CAMERA_PIXELS_PER_UNIT;
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var z:float = (
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tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
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(viewportHeight / 2.0)
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) / unitScale;
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var look = target.global_position;
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var position = offset + look;
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var z:float = (
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tan((deg_to_rad(180) - deg_to_rad(camera.fov)) / 2.0) *
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(viewportHeight / 2.0)
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) / unitScale;
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var look = target.global_position;
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var position = offset + look;
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camera.look_at_from_position(
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Vector3(position.x, position.y + z, position.z),
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look
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);
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camera.look_at_from_position(
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Vector3(position.x, position.y + z, position.z),
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look
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);
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pass
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pass
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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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Reference in New Issue
Block a user