Fix walkie talkie screen
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272fcc390f
commit
effbe7dc83
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@ -2,12 +2,12 @@ extends Spatial
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var active = false
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onready var fsm: AnimationNodeStateMachinePlayback = $Animations/AnimationTree.get("parameters/playback")
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export var default_screen_color = Color(226, 255, 0, 255)
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export var default_screen_color = Color(0.886275, 1, 0, 1)
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export var screen_off_color = Color(0.0, 0.0, 0.0)
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var is_screen_on: bool
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# Screen flicker is buggy it glitches and does new things when you modify the albedo colour
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# Seems like a Godot bug
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onready var util = get_node("/root/Util")
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onready var player = util.player
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func _ready():
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is_screen_on = false
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@ -15,14 +15,14 @@ func _ready():
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func turn_screen_off():
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var mat = $Animations/walkie_talkie/Body.get_active_material(1)
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#mat.albedo_color = screen_off_color
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#mat.emission_enabled = false
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mat.albedo_color = screen_off_color
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mat.emission_enabled = false
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is_screen_on = false
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func turn_screen_on():
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var mat = $Animations/walkie_talkie/Body.get_active_material(1)
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#mat.albedo_color = default_screen_color
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#mat.emission_enabled = true
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mat.albedo_color = default_screen_color
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mat.emission_enabled = true
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is_screen_on = true
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func toggle_screen():
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@ -31,16 +31,10 @@ func toggle_screen():
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else:
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turn_screen_on()
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func toggle():
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func make_active():
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if active:
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fsm.travel("WalkieTalkieLeave")
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$StaticBuzz.stop()
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$StaticFizz.stop()
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$Talk.stop()
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$Whale1.stop()
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$Whale2.stop()
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turn_screen_off()
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else:
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return
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if fsm.is_playing():
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fsm.travel("WalkieTalkieEnter")
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else:
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@ -51,8 +45,28 @@ func toggle():
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$Whale1.play()
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$Whale2.play()
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turn_screen_on()
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$Click.play()
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active = true
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func make_inactive():
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if not active:
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return
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fsm.travel("WalkieTalkieLeave")
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$StaticBuzz.stop()
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$StaticFizz.stop()
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$Talk.stop()
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$Whale1.stop()
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$Whale2.stop()
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turn_screen_off()
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$Click.play()
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active = false
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func toggle_active():
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if active:
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make_inactive()
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else:
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make_active()
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active = not active
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func put_away():
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fsm.travel("WalkieTalkieLeave")
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@ -61,7 +75,13 @@ func put_away():
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func _process(_delta):
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if Input.is_action_just_pressed("toggle_walkie_talkie"):
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toggle()
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toggle_active()
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if not active or not fsm.is_playing():
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return
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if player.is_ground_sprinting():
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fsm.travel("WalkieTalkieWalking")
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else:
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fsm.travel("WalkieTalkieIdle")
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func _on_ScreenFlicker_timeout():
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@ -1,4 +1,4 @@
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[gd_scene load_steps=33 format=2]
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[gd_scene load_steps=34 format=2]
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[ext_resource path="res://assets/models/walkie_talkie/LCDScreen.material" type="Material" id=1]
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[ext_resource path="res://assets/models/walkie_talkie/WalkieTalkieSpeaker.material" type="Material" id=2]
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@ -10,6 +10,7 @@
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[ext_resource path="res://assets/audio/walkie_talkie/white_noise_static.ogg" type="AudioStream" id=8]
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[ext_resource path="res://assets/audio/walkie_talkie/talk.ogg" type="AudioStream" id=9]
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[ext_resource path="res://assets/audio/walkie_talkie/high_whale.ogg" type="AudioStream" id=10]
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[ext_resource path="res://assets/audio/flashlight_click.wav" type="AudioStream" id=11]
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[sub_resource type="Animation" id=1]
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resource_name = "WalkieTalkieEnter"
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@ -251,7 +252,7 @@ light_cull_mask = 4293919232
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omni_range = 0.449905
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[node name="ScreenFlicker" type="Timer" parent="Animations/walkie_talkie/Body"]
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wait_time = 0.5
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wait_time = 0.3
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autostart = true
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[node name="BigKnob" type="MeshInstance" parent="Animations/walkie_talkie"]
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@ -277,4 +278,7 @@ stream = ExtResource( 6 )
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[node name="Whale2" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 10 )
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[node name="Click" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 11 )
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[connection signal="timeout" from="Animations/walkie_talkie/Body/ScreenFlicker" to="." method="_on_ScreenFlicker_timeout"]
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@ -6,6 +6,12 @@ onready var active_physics_node: Spatial = $OnFootPhysics
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func is_on_foot():
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return active_physics_node == $OnFootPhysics
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func is_ground_walking():
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return is_on_foot() and $OnFootPhysics/Floor.is_on_floor and $MovementInput.input_xz != Vector2.ZERO
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func is_ground_sprinting():
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return is_ground_walking() and $MovementInput.sprinting
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func camera():
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return $"Smoothing/CameraController/Rotation/Camera"
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@ -15,8 +21,6 @@ func camera_position() -> Vector3:
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func set_physics_node(node: Spatial):
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if active_physics_node == node:
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return
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#util.activate_node(node)
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#util.deactivate_node(active_physics_node)
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$Smoothing.target = NodePath("../" + node.name)
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node.global_transform = active_physics_node.global_transform
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