Scripts renamed
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parent
484fb75fa3
commit
aa35ee5975
17 changed files with 7 additions and 5 deletions
6
scripts/abilities/Ability.gd
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6
scripts/abilities/Ability.gd
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extends Resource
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@export var internal_id: StringName
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@export var immediate: bool
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@export var max_uses: int
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@export var cost: int
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1
scripts/abilities/Ability.gd.uid
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1
scripts/abilities/Ability.gd.uid
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uid://cwn6swbl3bcqw
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21
scripts/player/crosshair.gd
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21
scripts/player/crosshair.gd
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extends Control
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@export var outline: bool = true
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@export var outline_color: Color = Color.BLACK
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@export var outline_width: float = 0.1
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@export var dot_radius: float = 1.0
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@export var dot_color: Color = Color.WHITE
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@export var crosses_width: float = 1.0
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@export var crosses_length: float = 2.0
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@export var crosses_offset: float = 0.2
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@export var crosses_color: Color = Color.WHITE
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func _draw() -> void:
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draw_circle(Vector2(0,0),dot_radius,dot_color,true,outline_width)
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for i in range(0,4):
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var direction: Vector2 = Vector2.RIGHT.rotated(i*PI/2)
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var offset_position: Vector2 = direction * crosses_offset
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draw_line(offset_position,direction*crosses_length+offset_position,crosses_color,crosses_width)
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1
scripts/player/crosshair.gd.uid
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1
scripts/player/crosshair.gd.uid
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uid://dalwlndejfdhm
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64
scripts/player/player.gd
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64
scripts/player/player.gd
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extends CharacterBody3D
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@export var animation_player: AnimationPlayer
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@export var stand_up_area: Area3D
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@export var CROUCH_TIME: float = 1.0
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@export var SPEED: float = 5.0
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@export var JUMP_VELOCITY: float = 4.5
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# Replace with settings
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@export var TOGGLE_CROUCH: bool = true
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@export var WALK_MODIFIER: float = 0.5
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var crouched: bool = false:
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set(value):
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if value != crouched and stand_up_area.has_overlapping_bodies() == false:
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crouched = value
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update_crouch()
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SPEED = (SPEED*WALK_MODIFIER) if crouched else (SPEED/WALK_MODIFIER)
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potential_crouched = value
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get:
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return crouched
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var potential_crouched: bool = crouched
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func _process(_delta: float) -> void:
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if potential_crouched != crouched:
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crouched = potential_crouched
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("plr_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("plr_strafe_l", "plr_strafe_r", "plr_forward", "plr_back")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func update_crouch():
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if crouched:
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animation_player.play("Crouch",-1,1/CROUCH_TIME)
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else:
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animation_player.play("Crouch",-1,-1/CROUCH_TIME,true)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("plr_crouch"):
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if TOGGLE_CROUCH:
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crouched = not crouched
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else:
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crouched = true
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elif event.is_action_released("plr_crouch") and TOGGLE_CROUCH == false:
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crouched = false
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1
scripts/player/player.gd.uid
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1
scripts/player/player.gd.uid
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uid://3dphlay25fih
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16
scripts/player/player_camera.gd
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16
scripts/player/player_camera.gd
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extends Camera3D
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const COLLINEAR = 1.5707963267948966
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@export var SENSITIVITY = 0.02
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func _ready() -> void:
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# Move to level controller when possible
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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get_parent().rotate_y(-event.relative.x * SENSITIVITY)
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rotate_x(-event.relative.y * SENSITIVITY)
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rotation.x = clamp(rotation.x,-COLLINEAR,COLLINEAR)
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orthonormalize()
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1
scripts/player/player_camera.gd.uid
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1
scripts/player/player_camera.gd.uid
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uid://bjhbdh6xsjgnn
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4
scripts/player/player_global.gd
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4
scripts/player/player_global.gd
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extends Node
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var player: CharacterBody3D
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1
scripts/player/player_global.gd.uid
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1
scripts/player/player_global.gd.uid
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uid://dv3pm11t6p4si
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36
scripts/state_machine/machine.gd
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36
scripts/state_machine/machine.gd
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extends Node
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class_name StateMachine
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@export var current_state: State
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var states: Dictionary[StringName,State] = {}
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func _ready() -> void:
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for child in get_children():
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if child is State:
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states[child.name] = child
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child.transition.connect(on_transition_required)
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else:
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push_warning("Child of state machine is not state")
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func on_transition_required(to: StringName):
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if states.has(to) == false:
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push_warning("Incorrect state request: " + to)
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return
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current_state.exit()
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current_state = states[to]
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current_state.enter()
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func _process(delta: float) -> void:
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if current_state == null:
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push_error("State is not set")
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return
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current_state.update(delta)
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func _physics_process(delta: float) -> void:
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if current_state == null:
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push_error("State is not set")
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return
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current_state.physics_update(delta)
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1
scripts/state_machine/machine.gd.uid
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1
scripts/state_machine/machine.gd.uid
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uid://3777rkbebgjm
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12
scripts/state_machine/state.gd
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12
scripts/state_machine/state.gd
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@abstract
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extends Node
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class_name State
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signal transition(to: StringName)
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@abstract func enter() -> void
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@abstract func exit() -> void
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@abstract func update(delta: float) -> void
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@abstract func physics_update(delta: float) -> void
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1
scripts/state_machine/state.gd.uid
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1
scripts/state_machine/state.gd.uid
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uid://cmsphnymgquwq
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