89 lines
2.4 KiB
GDScript
89 lines
2.4 KiB
GDScript
class_name Entity extends Node
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# var meshInstance:MeshInstance3D;
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# var underFootTile:int = -1;
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# var underFootPosition:Vector3;
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# var material:ShaderMaterial;
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# func updateMaterial() -> bool:
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# if !meshInstance:
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# return false
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# if !material:
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# return false
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# return true
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# # Virtual Methods
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# func updateMovement(delta) -> void:
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# pass
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# func updateOverworldLogic(delta) -> void:
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# pass
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func isPaused() -> bool:
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var ps = PAUSE.getPauseState();
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match ps:
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PauseSystem.PauseType.NOT_PAUSED:
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return false;
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PauseSystem.PauseType.FULLY_PAUSED:
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return true;
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PauseSystem.PauseType.ENTITY_PAUSED:
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if PAUSE.entities.find(self) != -1:
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return true;
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return false;
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PauseSystem.PauseType.CUTSCENE_PAUSED:
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if PAUSE.entities.find(self) != -1:
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return false;
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return true;
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_:
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assert(false, "Invalid pause state");
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return false;
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# Private methods
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# func _updateTileData() -> void:
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# # ray cast down
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# var offset = Vector3(0, 0, 0.426);
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# var query = PhysicsRayQueryParameters3D.create(
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# position + offset,
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# position + Vector3(0, -1, 0) + offset
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# )
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# query.collide_with_areas = true
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# query.exclude = [self]
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# var result = get_world_3d().direct_space_state.intersect_ray(query)
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# if !result or !result.collider:
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# return;
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# var collider = result.collider;
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# var colliderMesh = collider.get_node("../");
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# if !colliderMesh or !(colliderMesh is ArrayMesh) or !colliderMesh.mesh or colliderMesh.mesh.get_surface_count() == 0:
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# return;
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# # Get the face index (triangle)
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# var arrays = colliderMesh.mesh.surface_get_arrays(0);
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# var indiceIdx = result.face_index * 3;
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# # Get each indice of the triangle
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# var index0 = arrays[Mesh.ARRAY_INDEX][indiceIdx+0];
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# var index1 = arrays[Mesh.ARRAY_INDEX][indiceIdx+1];
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# var index2 = arrays[Mesh.ARRAY_INDEX][indiceIdx+2];
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# # Get each uv of each indice
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# var uv0:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index0];
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# var uv1:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index1];
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# var uv2:Vector2 = arrays[Mesh.ARRAY_TEX_UV][index2];
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# # Determine the lowest texture coordinate
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# var min = Vector2(min(uv0.x, uv1.x, uv2.x), min(uv0.y, uv1.y, uv2.y));
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# # Convert to column/row
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# var w = 256;
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# var h = w;
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# var tw = 48;
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# var th = tw;
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# var column = int(roundf(min.x * w)) / tw;
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# var row = int(roundf(min.y * h)) / th;
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# var columns = 768 / tw;
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# underFootPosition = result.position;
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# underFootTile = column % columns + row * columns;
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