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@ -7,25 +7,47 @@ var target: Targetable = null
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@export var charge_time := 1.7
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@export var min_charge := 0.2
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var camera_tweening = false
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func _ready():
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set_target(initial_target)
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set_target(initial_target, false)
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ControllerEventBus.billiard_touched_billiard.connect(_on_billiard_touched_billiard)
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func _on_billiard_touched_billiard(who: Billiard, touched: Billiard):
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var who_target = Targetable.is_targetable(who)
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if who_target != target or who.can_hit:
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return
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set_target(touched)
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ControllerEventBus.new_target.emit(touched)
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func get_charge():
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return %radial_ui.charge_amount
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func _input(event):
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var billiard := target.get_billiard()
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if event is InputEventMouseMotion and MouseControl.mouse_is_locked() and get_charge() == 0.0:
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if camera_tweening:
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return
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if event is InputEventMouseMotion and MouseControl.mouse_is_locked() and get_charge() == 0.0 :
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rotate_view(event.relative*sensitivity)
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if event.is_action_released("charge") and not billiard.can_hit and charge_tween != null:
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release()
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if event.is_action_pressed("charge") and billiard.can_hit and charge_tween == null:
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charge(event.get_action_strength("charge"))
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func _process(_delta):
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func _process(delta):
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transform.origin = target.global_position
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camera.global_position = %camera_spot.global_position
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camera.look_at(target.global_position)
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%camera_spot.look_at(target.global_position)
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if not camera_tweening:
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camera.global_transform = %camera_spot.global_transform
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else:
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camera.global_position = lerp(camera.global_position, %camera_spot.global_position, 0.00000000001)
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camera.global_rotation = lerp(camera.global_rotation, %camera_spot.global_rotation, 0.00000000001)
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var epsilon: float = 0.0001
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if (camera.global_position - %camera_spot.global_position).length() <= epsilon and (camera.global_rotation - %camera_spot.global_rotation).length() <= epsilon:
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camera_tweening = false
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if get_charge() >= 1.0:
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cancel_charge()
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@ -46,6 +68,7 @@ func release():
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%ChargeReleaseSound.play()
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var billiard := target.get_billiard()
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billiard.hit((target.global_position - %camera_spot.global_position).normalized(), get_charge())
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%radial_ui.set_charge(0.0)
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%ChargeSound.stop()
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if charge_tween != null:
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@ -67,8 +90,13 @@ func rotate_view(amount: Vector2):
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%rotate_helper.rotate_z(amount.y)
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%rotate_helper.rotation_degrees.z = clampf(%rotate_helper.rotation_degrees.z, -77, 77)
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func set_target(node: Node3D):
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func set_target(node: Node3D, should_create_tween=true):
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camera_tweening = should_create_tween
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var ntarget = Targetable.is_targetable(node)
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var billiard = ntarget.get_billiard()
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billiard.can_hit = true
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if ntarget == null:
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push_error("Node is node targetable", node)
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return
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@ -35,8 +35,6 @@ func change_all_materials(mesh: MeshInstance3D):
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layer1.render_priority = 20
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layer2.render_priority = 30
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layer0.no_depth_test = true
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layer0.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_DEPTH_PRE_PASS
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layer0.grow = true
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@ -47,26 +45,12 @@ func change_all_materials(mesh: MeshInstance3D):
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layer2.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_ALWAYS
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mesh.set_surface_override_material(i, layer0)
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#mesh.set_surface_override_material(i, mat)
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#mat.next_pass = preload("control_target_overlay.material")
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func unchange_all_materials(mesh: MeshInstance3D):
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for i in range(mesh.get_surface_override_material_count()):
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var mat := mesh.get_active_material(i)
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unchange_material(mat)
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while mat.next_pass != null:
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unchange_material(mat.next_pass)
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mat = mat.next_pass
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mat.next_pass = null
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func change_material(mat: BaseMaterial3D) -> BaseMaterial3D:
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mat = mat.duplicate()
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mat.render_priority = 100
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mat.no_depth_test = true
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return mat
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func unchange_material(mat: BaseMaterial3D) -> BaseMaterial3D:
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mat.render_priority = 0
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mat.no_depth_test = false
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return mat
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var layer2: StandardMaterial3D = mat.next_pass.next_pass
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mesh.set_surface_override_material(i, layer2)
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layer2.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
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layer2.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
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@ -1,3 +1,4 @@
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extends Node
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signal new_target(node: Node)
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signal new_target(node: Billiard)
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signal billiard_touched_billiard(who: Billiard, touched: Billiard)
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@ -8,3 +8,9 @@ var can_hit = true
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func hit(impulse: Vector3, power: float):
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apply_central_impulse(impulse * lerp(power_min, power_max, power))
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func _on_body_shape_entered(_body_rid, body, _body_shape_index, _local_shape_index):
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if body is Billiard:
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ControllerEventBus.billiard_touched_billiard.emit(self, body)
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@ -6,9 +6,13 @@
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[node name="billiard" type="RigidBody3D"]
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continuous_cd = true
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max_contacts_reported = 1
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contact_monitor = true
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script = ExtResource("1_a0fke")
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[node name="is_targetable" parent="." instance=ExtResource("2_yrk4o")]
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[node name="is_TASable" parent="." node_paths=PackedStringArray("_assignedRigidBody3D") instance=ExtResource("3_oj26f")]
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_assignedRigidBody3D = NodePath("..")
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[connection signal="body_shape_entered" from="." to="." method="_on_body_shape_entered"]
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