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| Author | SHA1 | Date | |
|---|---|---|---|
| 052798f8d4 | |||
| 4d94b62ea3 | |||
| 369a0e2b52 | |||
| 84e22fe12e | |||
| 13bbef255a | |||
| 24a30fd4f4 | |||
| fa7bbacb22 | |||
| 3bf5338ede |
@@ -0,0 +1,7 @@
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[gd_scene format=3 uid="uid://ditcckm4p6trr"]
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[ext_resource type="PackedScene" uid="uid://bxu7kvlou3p6a" path="res://planets_whatnot/earth.glb" id="1_vtalr"]
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[node name="Node3D" type="Node3D" unique_id=343978544]
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[node name="earth" parent="." unique_id=1567940005 instance=ExtResource("1_vtalr")]
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@@ -0,0 +1,7 @@
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[gd_scene format=3 uid="uid://copsfu6pmpnuu"]
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[ext_resource type="PackedScene" uid="uid://dfw2nwijt2v1f" path="res://planets_whatnot/SM_Jupiter.glb" id="1_jmycg"]
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[node name="Node3D" type="Node3D" unique_id=1895679827]
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[node name="SM_Jupiter2" parent="." unique_id=1950196769 instance=ExtResource("1_jmycg")]
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@@ -0,0 +1,7 @@
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[gd_scene format=3 uid="uid://bnj0kiimhmp0w"]
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[ext_resource type="PackedScene" uid="uid://cnkgiutgow12k" path="res://planets_whatnot/SM_Mercury.glb" id="1_bevoa"]
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[node name="Node3D" type="Node3D" unique_id=1538303107]
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[node name="SM_Mercury2" parent="." unique_id=2094884334 instance=ExtResource("1_bevoa")]
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+175
-106
@@ -10,11 +10,12 @@ extends CharacterBody3D
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@onready var pause_menu: Control = get_node_or_null("/root/Node3D/HUD/PauseMenu")
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@onready var body_collision: CollisionShape3D = get_node_or_null("CollisionShape3D")
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@onready var flight_label: Label = get_node_or_null("/root/Node3D/HUD/FlightLabel")
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@onready var kestrel: Node3D = get_node_or_null("Kestrel")
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@onready var kestrel: Node3D = get_node_or_null("kestrel_body")
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var player_inside: bool = false
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var player_ref: CharacterBody3D = null
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var using_third_person: bool = false
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var f_was_down: bool = false
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var mass: float = 6500.0
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var thrust_force: float = 180000.0
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@@ -63,12 +64,12 @@ var _hatch_crew_open: bool = false
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var _hatch_dock_open: bool = false
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var _ladder_out: bool = false
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var _cabin_dim: bool = false
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var _thrust_input: float = 0.0
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var _instruments_on: bool = false
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var _v_was: bool = false
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func _ready() -> void:
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GameplayInput.command_requested.connect(_handle_vehicle_command)
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GameplayInput.transient_input_cleared.connect(_clear_vehicle_input)
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_ensure_actions()
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if interaction_area:
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interaction_area.monitoring = true
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interaction_area.monitorable = true
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@@ -92,14 +93,31 @@ func _ready() -> void:
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call_deferred("_update_crust_exception")
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var _hull_driver: Node = null
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func _bind_kestrel() -> void:
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if kestrel == null:
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kestrel = get_node_or_null("Kestrel")
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print("Kestrel hull=", kestrel, " driver=", kestrel.get_script() if kestrel else null)
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for name in ["kestrel_body", "Kestrel", "KestrelBody"]:
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kestrel = get_node_or_null(name) as Node3D
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if kestrel:
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break
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if kestrel == null:
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for c in find_children("*", "Node", true, false):
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if "abort_burn" in c and "gear_deploy" in c:
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kestrel = c as Node3D
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break
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_hull_driver = kestrel
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if kestrel and not ("abort_burn" in kestrel):
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for c in kestrel.find_children("*", "Node", true, false):
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if "abort_burn" in c and "gear_deploy" in c:
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_hull_driver = c
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break
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print("Kestrel hull=", kestrel, " driver=", _hull_driver)
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func _hull() -> Node:
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return kestrel if kestrel else null
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return _hull_driver if _hull_driver else kestrel
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func _set_hull(prop: String, value: Variant) -> void:
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@@ -108,6 +126,16 @@ func _set_hull(prop: String, value: Variant) -> void:
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h.set(prop, value)
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func _drive_hull(thrusting: bool, pitch: float, yaw: float, roll: float) -> void:
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_set_hull("abort_burn", thrusting)
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_set_hull("att_pitch", pitch)
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_set_hull("att_yaw", yaw)
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_set_hull("att_roll", roll)
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var h := _hull()
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if h and h.has_method("drive"):
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h.drive(thrusting, pitch, yaw, roll)
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func _moon() -> Node3D:
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return get_node_or_null("/root/Node3D/SolarSystem/Moon") as Node3D
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@@ -193,7 +221,7 @@ func _gravity_accel() -> Vector3:
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func _update_telemetry() -> void:
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telem_speed = velocity.length()
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telem_thrust = _thrust_input > 0.0
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telem_thrust = Input.is_key_pressed(KEY_SPACE)
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var earth := _earth()
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if earth:
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telem_earth_rng = maxf(0.0, global_position.distance_to(earth.global_position) - EARTH_RADIUS)
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@@ -262,7 +290,7 @@ func _on_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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player_ref = body
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if interact_prompt and not player_inside:
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interact_prompt.text = "[%s] Enter" % GameplayInput.binding_label(&"interact")
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interact_prompt.text = "Press F to Enter"
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interact_prompt.visible = true
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@@ -273,61 +301,104 @@ func _on_body_exited(body: Node3D) -> void:
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interact_prompt.visible = false
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## Handles semantic vehicle commands; proximity permits entry only on foot.
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func _handle_vehicle_command(action: StringName, command_context: int) -> void:
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if command_context != GameplayInput.context:
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return
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if action == &"interact":
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if player_inside:
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exit_capsule()
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elif player_ref and interaction_area.overlaps_body(player_ref) and GameplayInput.context == GameplayInput.Context.ON_FOOT:
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enter_capsule()
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return
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if not player_inside or GameplayInput.context != GameplayInput.Context.VEHICLE:
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return
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match action:
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&"toggle_view":
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toggle_camera()
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&"vehicle_toggle_gear":
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_gear_down = not _gear_down
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_set_hull("gear_deploy", 1.0 if _gear_down else 0.0)
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&"vehicle_toggle_crew_hatch":
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_hatch_crew_open = not _hatch_crew_open
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_set_hull("hatch_crew_open", 1.0 if _hatch_crew_open else 0.0)
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&"vehicle_toggle_dock_hatch":
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_hatch_dock_open = not _hatch_dock_open
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_set_hull("hatch_dock_open", 1.0 if _hatch_dock_open else 0.0)
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&"capsule_toggle_ladder":
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_ladder_out = not _ladder_out
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_set_hull("hatch_ladder_deploy", 1.0 if _ladder_out else 0.0)
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&"vehicle_activate_instruments":
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_set_hull("instruments_demo", 1.0)
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&"vehicle_toggle_cabin_lights":
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_cabin_dim = not _cabin_dim
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_set_hull("cabin_dim", _cabin_dim)
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## Clears held cockpit look and visual thrust on menus, handoffs, or focus loss.
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func _clear_vehicle_input() -> void:
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free_look = false
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cockpit_yaw = 0.0
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cockpit_pitch = 0.0
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_thrust_input = 0.0
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if player_inside:
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_set_hull("abort_burn", false)
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_set_hull("att_pitch", 0.0)
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_set_hull("att_yaw", 0.0)
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_set_hull("att_roll", 0.0)
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## Updates active vehicle input/cameras while retaining the original flight timing.
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func _process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if not player_inside:
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if player_ref and interact_prompt:
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interact_prompt.text = "[%s] Enter" % GameplayInput.binding_label(&"interact")
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return
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if event.is_action_pressed("ui_cancel"):
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if pause_menu and pause_menu.has_method("open_pause") and player_ref:
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pause_menu.open_pause(player_ref)
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get_viewport().set_input_as_handled()
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return
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if _event_toggles(event, "capsule_gear", KEY_G):
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_gear_down = not _gear_down
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_set_hull("gear_deploy", 1.0 if _gear_down else 0.0)
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get_viewport().set_input_as_handled()
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elif _event_toggles(event, "capsule_hatch_crew", KEY_H):
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_hatch_crew_open = not _hatch_crew_open
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_set_hull("hatch_crew_open", 1.0 if _hatch_crew_open else 0.0)
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get_viewport().set_input_as_handled()
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elif _event_toggles(event, "capsule_hatch_dock", KEY_J):
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_hatch_dock_open = not _hatch_dock_open
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_set_hull("hatch_dock_open", 1.0 if _hatch_dock_open else 0.0)
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get_viewport().set_input_as_handled()
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elif _event_toggles(event, "capsule_ladder", KEY_L):
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_ladder_out = not _ladder_out
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_set_hull("hatch_ladder_deploy", 1.0 if _ladder_out else 0.0)
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get_viewport().set_input_as_handled()
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elif _event_toggles(event, "capsule_instruments", KEY_I):
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_instruments_on = not _instruments_on
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_set_hull("instruments_demo", 1.0 if _instruments_on else 0.35)
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get_viewport().set_input_as_handled()
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elif _event_toggles(event, "capsule_cabin_light", KEY_K):
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_cabin_dim = not _cabin_dim
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_set_hull("cabin_dim", _cabin_dim)
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get_viewport().set_input_as_handled()
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func _ensure_actions() -> void:
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var binds := {
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"interact": KEY_F,
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"toggle_first_person": KEY_V,
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"capsule_gear": KEY_G,
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"capsule_hatch_crew": KEY_H,
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"capsule_hatch_dock": KEY_J,
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"capsule_ladder": KEY_L,
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"capsule_instruments": KEY_I,
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"capsule_cabin_light": KEY_K,
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}
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for action in binds.keys():
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if InputMap.has_action(action):
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continue
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InputMap.add_action(action)
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var ev := InputEventKey.new()
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ev.physical_keycode = binds[action]
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InputMap.action_add_event(action, ev)
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func _event_toggles(event: InputEvent, action: String, key: Key) -> bool:
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if InputMap.has_action(action) and event.is_action_pressed(action):
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return true
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if event is InputEventKey and event.pressed and not event.echo and event.physical_keycode == key:
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return true
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return false
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func _act_pressed(action: String) -> bool:
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return InputMap.has_action(action) and Input.is_action_pressed(action)
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func _act_just(action: String) -> bool:
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return InputMap.has_action(action) and Input.is_action_just_pressed(action)
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func _process(delta: float) -> void:
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var interact_now := _act_just("interact") or _just_key(KEY_F)
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if not player_inside and player_ref and interact_now:
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f_was_down = true
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enter_capsule()
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return
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if not player_inside:
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f_was_down = Input.is_physical_key_pressed(KEY_F)
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_update_crust_exception()
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return
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_update_vehicle_look(delta)
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if interact_now and not f_was_down:
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f_was_down = true
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exit_capsule()
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return
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f_was_down = _act_pressed("interact") or Input.is_physical_key_pressed(KEY_F)
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if _act_just("toggle_first_person"):
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toggle_camera()
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elif not InputMap.has_action("toggle_first_person") and _just_key(KEY_V):
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toggle_camera()
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var was_free = free_look
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free_look = Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
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if was_free and not free_look and not using_third_person:
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cockpit_yaw = 0.0
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cockpit_pitch = 0.0
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if Input.is_key_pressed(KEY_ALT):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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handle_flight(delta)
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_update_telemetry()
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_update_flight_hud()
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@@ -341,38 +412,30 @@ func _process(delta: float) -> void:
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capsule_camera.make_current()
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## Updates cockpit/orbit look without letting menu input reach the vehicle camera.
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func _update_vehicle_look(delta: float) -> void:
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var cursor_released := GameplayInput.is_held(&"vehicle_release_cursor")
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if GameplayInput.gameplay_enabled():
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if cursor_released else Input.MOUSE_MODE_CAPTURED
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var previous_freelook := free_look
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free_look = GameplayInput.is_held(&"vehicle_freelook")
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if previous_freelook and not free_look and not using_third_person:
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cockpit_yaw = 0.0
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cockpit_pitch = 0.0
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var mouse_displacement := GameplayInput.consume_mouse_displacement()
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if cursor_released:
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func _just_key(key: Key) -> bool:
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var down := Input.is_physical_key_pressed(key)
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if key == KEY_V:
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var edge := down and not _v_was
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_v_was = down
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return edge
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return false
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func _input(event: InputEvent) -> void:
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if not player_inside:
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return
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var mouse_turn := mouse_displacement * look_sensitivity
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var controller_turn := GameplayInput.read_controller_look(delta)
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if using_third_person:
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_apply_vehicle_look(mouse_turn + controller_turn)
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else:
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_apply_vehicle_look((mouse_turn if free_look else Vector2.ZERO) + controller_turn)
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|
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|
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## Applies angular displacement in radians while preserving existing camera limits.
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func _apply_vehicle_look(look_delta: Vector2) -> void:
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if using_third_person:
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orbit_yaw -= look_delta.x
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orbit_pitch += look_delta.y
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orbit_pitch = clampf(orbit_pitch, orbit_pitch_min, orbit_pitch_max)
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else:
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cockpit_yaw -= look_delta.x
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cockpit_pitch -= look_delta.y
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cockpit_yaw = clampf(cockpit_yaw, -cockpit_look_limit_yaw, cockpit_look_limit_yaw)
|
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cockpit_pitch = clampf(cockpit_pitch, -cockpit_look_limit_down, cockpit_look_limit_up)
|
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if Input.is_key_pressed(KEY_ALT):
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return
|
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if event is InputEventMouseMotion:
|
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if using_third_person:
|
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orbit_yaw -= event.relative.x * look_sensitivity
|
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orbit_pitch += event.relative.y * look_sensitivity
|
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orbit_pitch = clampf(orbit_pitch, orbit_pitch_min, orbit_pitch_max)
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elif free_look:
|
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cockpit_yaw -= event.relative.x * look_sensitivity
|
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cockpit_pitch -= event.relative.y * look_sensitivity
|
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cockpit_yaw = clamp(cockpit_yaw, -cockpit_look_limit_yaw, cockpit_look_limit_yaw)
|
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cockpit_pitch = clamp(cockpit_pitch, -cockpit_look_limit_down, cockpit_look_limit_up)
|
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|
||||
|
||||
func enter_capsule() -> void:
|
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@@ -402,6 +465,7 @@ func enter_capsule() -> void:
|
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orbit_yaw = 0.0
|
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orbit_pitch = 0.4
|
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using_third_person = false
|
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f_was_down = true
|
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free_look = false
|
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if camera_pivot:
|
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camera_pivot.top_level = false
|
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@@ -419,7 +483,6 @@ func enter_capsule() -> void:
|
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if flight_label:
|
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flight_label.visible = true
|
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_update_crust_exception()
|
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GameplayInput.set_context(GameplayInput.Context.VEHICLE)
|
||||
|
||||
|
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func exit_capsule() -> void:
|
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@@ -429,6 +492,7 @@ func exit_capsule() -> void:
|
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player_inside = false
|
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velocity = Vector3.ZERO
|
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free_look = false
|
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f_was_down = false
|
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using_third_person = false
|
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_set_hull("abort_burn", false)
|
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_set_hull("rcs_direction", 0)
|
||||
@@ -469,7 +533,6 @@ func exit_capsule() -> void:
|
||||
FloatingOrigin.set_focus(exiting_player)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
player_ref = null
|
||||
GameplayInput.set_context(GameplayInput.Context.ON_FOOT)
|
||||
|
||||
|
||||
func toggle_camera() -> void:
|
||||
@@ -535,25 +598,31 @@ func update_third_person_camera() -> void:
|
||||
third_person_camera.global_basis = cam_basis
|
||||
|
||||
|
||||
## Reads signed flight intent while preserving the existing flight equations/timing.
|
||||
func handle_flight(delta: float) -> void:
|
||||
_update_crust_exception()
|
||||
var input_pitch := GameplayInput.read_axis(&"vehicle_pitch_up", &"vehicle_pitch_down")
|
||||
var input_roll := GameplayInput.read_axis(&"vehicle_roll_left", &"vehicle_roll_right")
|
||||
var input_yaw := GameplayInput.read_axis(&"vehicle_yaw_right", &"vehicle_yaw_left")
|
||||
var input_pitch := 0.0
|
||||
var input_roll := 0.0
|
||||
var input_yaw := 0.0
|
||||
if Input.is_key_pressed(KEY_W):
|
||||
input_pitch -= 1.0
|
||||
if Input.is_key_pressed(KEY_S):
|
||||
input_pitch += 1.0
|
||||
if Input.is_key_pressed(KEY_A):
|
||||
input_yaw += 1.0
|
||||
if Input.is_key_pressed(KEY_D):
|
||||
input_yaw -= 1.0
|
||||
if Input.is_key_pressed(KEY_Q):
|
||||
input_roll -= 1.0
|
||||
if Input.is_key_pressed(KEY_E):
|
||||
input_roll += 1.0
|
||||
rotate_object_local(Vector3.RIGHT, input_pitch * rotation_speed * delta)
|
||||
rotate_object_local(Vector3.FORWARD, -input_yaw * rotation_speed * delta)
|
||||
rotate_object_local(Vector3.UP, input_roll * rotation_speed * delta)
|
||||
_thrust_input = GameplayInput.read_strength(&"vehicle_thrust")
|
||||
var thrusting := _thrust_input > 0.0
|
||||
_set_hull("abort_burn", thrusting)
|
||||
_set_hull("att_pitch", input_pitch)
|
||||
_set_hull("att_yaw", input_yaw)
|
||||
_set_hull("att_roll", input_roll)
|
||||
_set_hull("rcs_direction", 0)
|
||||
var thrusting := Input.is_key_pressed(KEY_SPACE)
|
||||
_drive_hull(thrusting, input_pitch, input_yaw, input_roll)
|
||||
var acceleration: Vector3 = _gravity_accel()
|
||||
if thrusting:
|
||||
acceleration += global_transform.basis.y * (thrust_force / mass) * _thrust_input
|
||||
acceleration += global_transform.basis.y * (thrust_force / mass)
|
||||
velocity += acceleration * delta
|
||||
var near_surface := is_on_floor() or _crust_exception
|
||||
if not near_surface:
|
||||
|
||||
+121
-120
@@ -1,5 +1,6 @@
|
||||
extends CharacterBody3D
|
||||
## PASTE 2026-09-27 — Station volume includes pads. Habitat trimesh collision + stair step.
|
||||
## PASTE 2026-10-10 — Habitat trimesh. View stairs + port ring are floors.
|
||||
|
||||
|
||||
@export var speed: float = 5.5
|
||||
@export var sprint_speed: float = 9.0
|
||||
@@ -75,6 +76,8 @@ const WALK_FLOORS: Array[String] = [
|
||||
"Yard_Bridges", "Yard_Stairs", "Yard_CollarWalk", "Yard_Piers",
|
||||
"Dock_Gallery", "Dock_Threshold",
|
||||
"Elev_Landings", "Fusion_Basemat", "Fusion_AmbulatoryWide",
|
||||
"Fusion_HeaderStands",
|
||||
"Port_Ring",
|
||||
"Live_Terraces",
|
||||
]
|
||||
const WALK_WALLS: Array[String] = [
|
||||
@@ -117,14 +120,34 @@ var interact_cd: float = 0.0
|
||||
var jump_anim_cd: float = 0.0
|
||||
var _crust_on: bool = false
|
||||
var _moon_colliders: Array[PhysicsBody3D] = []
|
||||
var _movement_input: Vector2 = Vector2.ZERO
|
||||
var _fire_requested: bool = false
|
||||
|
||||
|
||||
func _ensure_action(action: String, keycode: Key) -> void:
|
||||
if not InputMap.has_action(action):
|
||||
InputMap.add_action(action)
|
||||
for ev in InputMap.action_get_events(action):
|
||||
if ev is InputEventKey and (ev as InputEventKey).physical_keycode == keycode:
|
||||
return
|
||||
var evk := InputEventKey.new()
|
||||
evk.physical_keycode = keycode
|
||||
InputMap.action_add_event(action, evk)
|
||||
|
||||
|
||||
func _ensure_default_actions() -> void:
|
||||
_ensure_action("interact", KEY_F)
|
||||
_ensure_action("mag_boots", KEY_C)
|
||||
_ensure_action("toggle_mag_boots", KEY_C)
|
||||
_ensure_action("toggle_pistol", KEY_G)
|
||||
_ensure_action("reload", KEY_R)
|
||||
_ensure_action("toggle_inventory", KEY_TAB)
|
||||
_ensure_action("toggle_first_person", KEY_V)
|
||||
_ensure_action("sprint", KEY_SHIFT)
|
||||
_ensure_action("eva_roll_left", KEY_Q)
|
||||
_ensure_action("eva_roll_right", KEY_E)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
GameplayInput.command_requested.connect(_handle_gameplay_command)
|
||||
GameplayInput.transient_input_cleared.connect(_clear_player_input)
|
||||
GameplayInput.set_context(GameplayInput.Context.ON_FOOT)
|
||||
_ensure_default_actions()
|
||||
scale = Vector3.ONE
|
||||
safe_margin = 0.05
|
||||
floor_snap_length = 0.45
|
||||
@@ -363,7 +386,6 @@ func _find_l5_spawn() -> Node3D:
|
||||
|
||||
func set_in_vehicle(value: bool) -> void:
|
||||
in_vehicle = value
|
||||
_clear_player_input()
|
||||
if value:
|
||||
pressurized = true
|
||||
_set_moon_surface_visible(true)
|
||||
@@ -389,10 +411,7 @@ func _update_waist_aim() -> void:
|
||||
look_loader.set_aim_pitch(pitch)
|
||||
|
||||
|
||||
## Updates device-independent camera look before existing visual camera smoothing.
|
||||
func _process(delta: float) -> void:
|
||||
if not in_vehicle:
|
||||
_update_player_look(delta)
|
||||
if first_person:
|
||||
_cam_pos_target = _fp_cam_pos()
|
||||
_update_fp_meshes()
|
||||
@@ -707,17 +726,92 @@ func _set_alt_look(on: bool) -> void:
|
||||
camera_pivot.rotation.z = 0.0
|
||||
|
||||
|
||||
## Keeps development shortcuts separate from remappable gameplay controls.
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if in_vehicle or not GameplayInput.gameplay_enabled():
|
||||
if in_vehicle:
|
||||
return
|
||||
if vendor_menu and vendor_menu.visible:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
close_vendor_menu()
|
||||
return
|
||||
if event is InputEventKey and event.keycode == KEY_QUOTELEFT:
|
||||
if event.pressed:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
else:
|
||||
if not get_tree().paused and not (vendor_menu and vendor_menu.visible):
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
return
|
||||
if event is InputEventKey and event.keycode == KEY_ALT:
|
||||
_set_alt_look(event.pressed)
|
||||
return
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
|
||||
if pistol_drawn:
|
||||
ads = event.pressed
|
||||
_apply_camera_mode(false)
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
|
||||
if pistol_drawn:
|
||||
_try_fire()
|
||||
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
if _is_eva():
|
||||
# Whole-body look in 1P and 3P EVA. World-Y yaw felt broken after a roll.
|
||||
rotate_object_local(Vector3.UP, -event.relative.x * mouse_sensitivity)
|
||||
rotate_object_local(Vector3.RIGHT, -event.relative.y * mouse_sensitivity)
|
||||
if camera_pivot:
|
||||
camera_pivot.rotation = Vector3.ZERO
|
||||
elif first_person:
|
||||
if free_looking:
|
||||
# Euler SET — rotate_x+rotate_y on a pitched pivot was the warp.
|
||||
free_look_yaw -= event.relative.x * mouse_sensitivity
|
||||
free_look_pitch -= event.relative.y * mouse_sensitivity
|
||||
free_look_pitch = clamp(free_look_pitch, deg_to_rad(-78), deg_to_rad(62))
|
||||
free_look_yaw = clamp(free_look_yaw, deg_to_rad(-75), deg_to_rad(75))
|
||||
camera_pivot.rotation = Vector3(free_look_pitch, free_look_yaw, 0.0)
|
||||
else:
|
||||
rotate_y(-event.relative.x * mouse_sensitivity)
|
||||
camera_pivot.rotate_x(-event.relative.y * mouse_sensitivity)
|
||||
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-78), deg_to_rad(85))
|
||||
elif free_looking:
|
||||
free_look_yaw -= event.relative.x * free_look_sensitivity
|
||||
free_look_pitch -= event.relative.y * free_look_sensitivity
|
||||
free_look_pitch = clamp(free_look_pitch, deg_to_rad(-80), deg_to_rad(80))
|
||||
if camera_pivot:
|
||||
camera_pivot.rotation.y = free_look_yaw
|
||||
camera_pivot.rotation.x = free_look_pitch
|
||||
else:
|
||||
rotate_y(-event.relative.x * mouse_sensitivity)
|
||||
camera_pivot.rotate_x(-event.relative.y * mouse_sensitivity)
|
||||
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-78), deg_to_rad(55))
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
match event.keycode:
|
||||
KEY_1:
|
||||
_toggle_pistol()
|
||||
KEY_F3:
|
||||
_debug_fp_eye()
|
||||
KEY_F4:
|
||||
if look_loader and look_loader.has_method("cycle_arm_axis"):
|
||||
look_loader.cycle_arm_axis()
|
||||
if event.is_action_pressed("interact"):
|
||||
if can_interact and current_interactable:
|
||||
_try_interact()
|
||||
if event.is_action_pressed("mag_boots"):
|
||||
mag_boots_on = not mag_boots_on
|
||||
if mag_boots_on:
|
||||
eva_peak_height = 0.0
|
||||
velocity = velocity.slide(_walk_up()) * 0.35
|
||||
_align_walk(_walk_up())
|
||||
_reset_camera_to_walk()
|
||||
print("Mag Boots: ", "ON" if mag_boots_on else "OFF")
|
||||
if event.is_action_pressed("toggle_pistol"):
|
||||
_toggle_pistol()
|
||||
if event.is_action_pressed("reload"):
|
||||
_reload_pistol()
|
||||
if event.is_action_pressed("toggle_inventory"):
|
||||
inventory_open = not inventory_open
|
||||
if event.is_action_pressed("toggle_first_person"):
|
||||
if in_vehicle:
|
||||
return
|
||||
first_person = not first_person
|
||||
_set_alt_look(false)
|
||||
_apply_camera_mode(false)
|
||||
if event.is_action_pressed("ui_page_up"):
|
||||
food = min(food + 25.0, 100.0)
|
||||
if event.is_action_pressed("ui_page_down"):
|
||||
@@ -734,93 +828,6 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
banner.hide_banner()
|
||||
|
||||
|
||||
## Dispatches device-independent commands only while the player owns control.
|
||||
func _handle_gameplay_command(action: StringName, command_context: int) -> void:
|
||||
if in_vehicle or command_context != GameplayInput.Context.ON_FOOT or GameplayInput.context != command_context:
|
||||
return
|
||||
match action:
|
||||
&"interact":
|
||||
if can_interact and current_interactable:
|
||||
_try_interact()
|
||||
&"combat_fire":
|
||||
_fire_requested = pistol_drawn
|
||||
&"combat_reload":
|
||||
_reload_pistol()
|
||||
&"combat_toggle_weapon":
|
||||
_toggle_pistol()
|
||||
&"character_toggle_inventory":
|
||||
inventory_open = not inventory_open
|
||||
&"toggle_view":
|
||||
first_person = not first_person
|
||||
_set_alt_look(false)
|
||||
_apply_camera_mode(false)
|
||||
&"character_toggle_mag_boots":
|
||||
_toggle_magnetic_boots()
|
||||
|
||||
|
||||
## Toggles boots without changing the existing landing or gravity mechanics.
|
||||
func _toggle_magnetic_boots() -> void:
|
||||
mag_boots_on = not mag_boots_on
|
||||
if mag_boots_on:
|
||||
eva_peak_height = 0.0
|
||||
velocity = velocity.slide(_walk_up()) * 0.35
|
||||
_align_walk(_walk_up())
|
||||
_reset_camera_to_walk()
|
||||
print("Mag Boots: ", "ON" if mag_boots_on else "OFF")
|
||||
|
||||
|
||||
## Clears pending shots and held camera states at input ownership boundaries.
|
||||
func _clear_player_input() -> void:
|
||||
_movement_input = Vector2.ZERO
|
||||
_fire_requested = false
|
||||
ads = false
|
||||
_set_alt_look(false)
|
||||
_apply_camera_mode(false)
|
||||
|
||||
|
||||
## Combines mouse displacement and time-scaled controller turn rate once per frame.
|
||||
func _update_player_look(delta: float) -> void:
|
||||
var cursor_released := GameplayInput.is_held(&"release_cursor")
|
||||
if GameplayInput.gameplay_enabled():
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if cursor_released else Input.MOUSE_MODE_CAPTURED
|
||||
var next_freelook := GameplayInput.is_held(&"freelook")
|
||||
if next_freelook != free_looking:
|
||||
_set_alt_look(next_freelook)
|
||||
var next_aim := pistol_drawn and GameplayInput.is_held(&"combat_aim")
|
||||
if next_aim != ads:
|
||||
ads = next_aim
|
||||
_apply_camera_mode(false)
|
||||
var mouse_displacement := GameplayInput.consume_mouse_displacement()
|
||||
if cursor_released:
|
||||
return
|
||||
var sensitivity := free_look_sensitivity if free_looking and not first_person else mouse_sensitivity
|
||||
_apply_player_look(mouse_displacement * sensitivity + GameplayInput.read_controller_look(delta))
|
||||
|
||||
|
||||
## Applies radians of yaw/pitch to existing walking, freelook, and body-local EVA modes.
|
||||
func _apply_player_look(look_delta: Vector2) -> void:
|
||||
if camera_pivot == null or look_delta == Vector2.ZERO:
|
||||
return
|
||||
if _is_eva():
|
||||
rotate_object_local(Vector3.UP, -look_delta.x)
|
||||
rotate_object_local(Vector3.RIGHT, -look_delta.y)
|
||||
camera_pivot.rotation = Vector3.ZERO
|
||||
elif free_looking:
|
||||
free_look_yaw -= look_delta.x
|
||||
free_look_pitch -= look_delta.y
|
||||
var minimum_pitch := deg_to_rad(-78.0) if first_person else deg_to_rad(-80.0)
|
||||
var maximum_pitch := deg_to_rad(62.0) if first_person else deg_to_rad(80.0)
|
||||
free_look_pitch = clampf(free_look_pitch, minimum_pitch, maximum_pitch)
|
||||
if first_person:
|
||||
free_look_yaw = clampf(free_look_yaw, deg_to_rad(-75.0), deg_to_rad(75.0))
|
||||
camera_pivot.rotation = Vector3(free_look_pitch, free_look_yaw, 0.0)
|
||||
else:
|
||||
rotate_y(-look_delta.x)
|
||||
var maximum_pitch := deg_to_rad(85.0) if first_person else deg_to_rad(55.0)
|
||||
camera_pivot.rotation.x = clampf(camera_pivot.rotation.x - look_delta.y, deg_to_rad(-78.0), maximum_pitch)
|
||||
|
||||
|
||||
## Samples movement once and consumes queued jump/fire requests on physics ticks.
|
||||
func _physics_process(delta: float) -> void:
|
||||
_update_crust_exception()
|
||||
if fire_cd > 0.0:
|
||||
@@ -834,12 +841,6 @@ func _physics_process(delta: float) -> void:
|
||||
if vendor_menu and vendor_menu.visible:
|
||||
velocity = Vector3.ZERO
|
||||
return
|
||||
_movement_input = GameplayInput.read_movement()
|
||||
var jump_requested := GameplayInput.consume_jump_request()
|
||||
if _fire_requested:
|
||||
_fire_requested = false
|
||||
if GameplayInput.gameplay_enabled() and pistol_drawn:
|
||||
_try_fire()
|
||||
if is_on_floor():
|
||||
coyote_time = 0.14
|
||||
else:
|
||||
@@ -848,15 +849,17 @@ func _physics_process(delta: float) -> void:
|
||||
var gvec: Vector3 = _soi_gravity()
|
||||
if _is_eva():
|
||||
_set_body_visible(true)
|
||||
var roll_input := GameplayInput.read_axis(&"eva_roll_left", &"eva_roll_right")
|
||||
rotate_object_local(Vector3.FORWARD, roll_input * 2.2 * delta)
|
||||
if Input.is_action_pressed("eva_roll_left") or Input.is_key_pressed(KEY_Q):
|
||||
rotate_object_local(Vector3.FORWARD, -2.2 * delta)
|
||||
if Input.is_action_pressed("eva_roll_right") or Input.is_key_pressed(KEY_E):
|
||||
rotate_object_local(Vector3.FORWARD, 2.2 * delta)
|
||||
if gvec.length() > 0.01:
|
||||
velocity += gvec * delta
|
||||
var input_dir_eva: Vector2 = _movement_input
|
||||
if input_dir_eva.length() > 0.001:
|
||||
var input_dir_eva: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
||||
if input_dir_eva.length() > 0.1:
|
||||
var thrust: Vector3 = (
|
||||
-transform.basis.z * -input_dir_eva.y + transform.basis.x * input_dir_eva.x
|
||||
) * speed * 0.35
|
||||
).normalized() * speed * 0.35
|
||||
velocity += thrust * delta
|
||||
move_and_slide()
|
||||
_process_needs(delta)
|
||||
@@ -876,13 +879,13 @@ func _physics_process(delta: float) -> void:
|
||||
else:
|
||||
g_amt = maxf(g_amt, MOON_G)
|
||||
velocity += -up * g_amt * delta
|
||||
var input_dir: Vector2 = _movement_input
|
||||
var input_dir: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
||||
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0.0, input_dir.y)).slide(up)
|
||||
if direction.length() > 0.001:
|
||||
direction = direction.normalized() * input_dir.length()
|
||||
direction = direction.normalized()
|
||||
else:
|
||||
direction = Vector3.ZERO
|
||||
var want_sprint: bool = GameplayInput.sprint_enabled and input_dir.y < -0.12
|
||||
var want_sprint: bool = Input.is_action_pressed("sprint") and input_dir.y < -0.12
|
||||
var current_speed: float = sprint_speed if want_sprint else speed
|
||||
if ads and pistol_drawn:
|
||||
current_speed *= ads_sprint_scale if want_sprint else ads_walk_scale
|
||||
@@ -904,13 +907,13 @@ func _physics_process(delta: float) -> void:
|
||||
velocity = v_h + up * v_up
|
||||
# Jump LAST so floor rebuild cannot eat or replace the impulse.
|
||||
var can_jump: bool = is_on_floor() or coyote_time > 0.0
|
||||
if jump_requested and can_jump:
|
||||
if Input.is_action_just_pressed("ui_accept") and can_jump:
|
||||
coyote_time = 0.0
|
||||
jump_anim_cd = 0.45
|
||||
var jv: float = 1.7 if mag_boots_on else 6.4
|
||||
velocity = velocity.slide(up) + up * jv
|
||||
print("JUMP boots=", mag_boots_on, " jv=", jv, " g=", g_amt, " floor=", is_on_floor())
|
||||
if is_on_floor() and not jump_requested:
|
||||
if is_on_floor() and not Input.is_action_just_pressed("ui_accept"):
|
||||
_try_step(up)
|
||||
move_and_slide()
|
||||
_keep_walk_upright()
|
||||
@@ -1033,7 +1036,6 @@ func open_vendor_menu() -> void:
|
||||
func close_vendor_menu() -> void:
|
||||
if vendor_menu:
|
||||
vendor_menu.visible = false
|
||||
GameplayInput.set_menu_open(vendor_menu, false)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
|
||||
@@ -1056,10 +1058,10 @@ func _update_animations() -> void:
|
||||
_play_move_anim("Idle")
|
||||
return
|
||||
# Stick, not velocity — accel must not pick the clip.
|
||||
var stick: Vector2 = _movement_input
|
||||
var stick: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
||||
var strafe: float = clampf(stick.x, -1.0, 1.0)
|
||||
var back: float = clampf(stick.y, -1.0, 1.0)
|
||||
var want_sprint: bool = GameplayInput.sprint_enabled and stick.y < -0.12
|
||||
var want_sprint: bool = Input.is_action_pressed("sprint") and stick.y < -0.12
|
||||
var run_amt: float = 1.0 if want_sprint else 0.0
|
||||
if look_loader and look_loader.has_method("set_loco"):
|
||||
look_loader.set_loco(strafe, back, run_amt, dt, _is_aiming())
|
||||
@@ -1074,7 +1076,7 @@ func _update_animations() -> void:
|
||||
|
||||
func _update_hud() -> void:
|
||||
if needs_label:
|
||||
var interact_text: String = " [%s] Use" % GameplayInput.binding_label(&"interact") if can_interact else ""
|
||||
var interact_text: String = " [F] Use" if can_interact else ""
|
||||
var gun_text: String = ""
|
||||
if pistol_drawn:
|
||||
gun_text = " | PISTOL %d/%d%s" % [pistol_ammo, pistol_reserve, " ADS" if ads else ""]
|
||||
@@ -1283,4 +1285,3 @@ func _try_step(up: Vector3) -> void:
|
||||
if lift < 0.04 or lift > STEP_HEIGHT:
|
||||
return
|
||||
global_position += up * (lift + 0.02)
|
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+9242
-4
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+39
-9203
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[ext_resource type="PackedScene" uid="uid://dgtcs2yl15jl3" path="res://planets_whatnot/SM_Saturn.glb" id="1_i5hrf"]
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[node name="Node3D" type="Node3D" unique_id=480200195]
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[node name="SM_Saturn2" parent="." unique_id=1887248500 instance=ExtResource("1_i5hrf")]
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[gd_scene format=3 uid="uid://beqqptwylaqc8"]
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[ext_resource type="PackedScene" uid="uid://c6piu2kmiqwlb" path="res://planets_whatnot/sun.glb" id="1_iveel"]
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[gd_scene format=3 uid="uid://cv1uijj3b6cbw"]
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[ext_resource type="PackedScene" uid="uid://sy53rgptcuup" path="res://planets_whatnot/SM_Uranus.glb" id="1_8q3j1"]
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[node name="Node3D" type="Node3D" unique_id=1605047630]
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[node name="SM_Uranus2" parent="." unique_id=1482713817 instance=ExtResource("1_8q3j1")]
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[ext_resource type="PackedScene" uid="uid://dqbugk60c38qs" path="res://planets_whatnot/SM_Venus.glb" id="1_mg830"]
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[node name="Node3D" type="Node3D" unique_id=926823776]
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[node name="SM_Venus2" parent="." unique_id=525378127 instance=ExtResource("1_mg830")]
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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path="res://.godot/imported/Young_2077 (1)_brick.png-7b1942ef3e9607be457fb3b0d6a8596a.ctex"
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compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
BIN
Binary file not shown.
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://2f8ctlljoctl"
|
||||
path="res://.godot/imported/Young_2077 (1).glb-d115b3b196cc7b5a6c0bcb6e2eaf2a63.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Young_2077 (1).glb"
|
||||
dest_files=["res://.godot/imported/Young_2077 (1).glb-d115b3b196cc7b5a6c0bcb6e2eaf2a63.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
mesh_library/use_node_names_as_mesh_names=false
|
||||
array_mesh/deduplicate_surfaces=true
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
gltf/texture_map_mode=1
|
||||
LFS
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -1,44 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://6vsodm2wgqha"
|
||||
path.s3tc="res://.godot/imported/Young_2077_plate.png-a671f10c81a24b0ce917c36a71378e17.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "b69b538b9646c2643dd3a44e989afe6b"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Young_2077_plate.png"
|
||||
dest_files=["res://.godot/imported/Young_2077_plate.png-a671f10c81a24b0ce917c36a71378e17.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
@@ -1,5 +1,5 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
[gd_scene format=3 uid="uid://bu0ogftnp05bm"]
|
||||
|
||||
[ext_resource type="PackedScene" path="hongqi.glb" id="1_glb"]
|
||||
[ext_resource type="PackedScene" uid="uid://do2qpkqynubyv" path="res://fleet_godot47/fleet_godot47/hongqi.glb" id="1_glb"]
|
||||
|
||||
[node name="Hongqi" instance=ExtResource("1_glb")]
|
||||
[node name="Hongqi" unique_id=844692418 instance=ExtResource("1_glb")]
|
||||
|
||||
+213
-92
@@ -1,3 +1,4 @@
|
||||
@tool
|
||||
extends Node3D
|
||||
## Kestrel EC-01 plume driver. Godot 4.7.
|
||||
## Attach to the Kestrel child. Leave escape_capsule.gd on EscapeCapsule.
|
||||
@@ -7,21 +8,27 @@ extends Node3D
|
||||
## listen_keys is off so walking the player does not light jets or shove the craft.
|
||||
## Capsule sets abort_burn, att_pitch/yaw/roll, rcs_direction, hatches, cabin_dim.
|
||||
|
||||
@export var listen_keys := false
|
||||
@export var listen_keys := false # leave off; capsule owns G H J L K Space
|
||||
@export_range(0.0, 1.0) var gear_deploy := 1.0
|
||||
@export_range(0.0, 1.0) var hatch_crew_open := 0.0
|
||||
@export_range(0.0, 1.0) var hatch_ladder_deploy := 0.0
|
||||
@export_range(0.0, 1.0) var hatch_dock_open := 0.0
|
||||
@export_range(0.0, 1.0) var instruments_demo := 0.4
|
||||
@export var cabin_lights := true
|
||||
@export var cabin_dim := false
|
||||
@export var cabin_lights := true:
|
||||
set(value):
|
||||
cabin_lights = value
|
||||
if is_inside_tree():
|
||||
_apply_cabin()
|
||||
@export var cabin_dim := false:
|
||||
set(value):
|
||||
cabin_dim = value
|
||||
if is_inside_tree():
|
||||
_apply_cabin()
|
||||
@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
|
||||
@export var att_pitch := 0.0
|
||||
@export var att_yaw := 0.0
|
||||
@export var att_roll := 0.0
|
||||
@export var abort_burn := false
|
||||
## Tick this in the inspector (or Remote tab while running) to self-test every jet.
|
||||
@export var debug_fire := false
|
||||
|
||||
const _RIBBON := "shader_type spatial;
|
||||
render_mode blend_add, unshaded, cull_disabled, depth_draw_never, fog_disabled;
|
||||
@@ -42,17 +49,14 @@ void fragment() {
|
||||
}"
|
||||
|
||||
var _player: AnimationPlayer
|
||||
var _clip_players: Dictionary = {}
|
||||
var _shader: Shader
|
||||
var _rcs: Array[Node3D] = []
|
||||
var _aborts: Array[Dictionary] = []
|
||||
var _abort_hold := 0.0
|
||||
var _time := 0.0
|
||||
var _prev := {}
|
||||
var _clip_cache := {}
|
||||
var _warm_frames := 12
|
||||
var _cabin_ready := false
|
||||
var _applied_dim := false
|
||||
var _applied_lights := true
|
||||
var _cabin_lights_n: Array[Light3D] = []
|
||||
var _cabin_rest: Array[Dictionary] = []
|
||||
var _cabin_mats: Array[Dictionary] = []
|
||||
@@ -69,33 +73,38 @@ func _ready() -> void:
|
||||
_player = get_node_or_null("AnimationPlayer") as AnimationPlayer
|
||||
if _player == null:
|
||||
_player = find_child("AnimationPlayer", true, false) as AnimationPlayer
|
||||
if _player == null and get_parent():
|
||||
_player = get_parent().find_child("AnimationPlayer", true, false) as AnimationPlayer
|
||||
_split_clips()
|
||||
_arm()
|
||||
_collect_cabin()
|
||||
_apply_clips()
|
||||
print("Kestrel driver ready: rcs=", _rcs.size(), " abort=", _aborts.size(),
|
||||
" cabin_lights=", _cabin_lights_n.size(), " strips=", _cabin_mats.size(),
|
||||
" anim_player=", _player != null)
|
||||
if _rcs.is_empty():
|
||||
push_warning("Kestrel driver: no Vfx_RCS_* nodes found under " + str(get_path()))
|
||||
if _aborts.is_empty():
|
||||
push_warning("Kestrel driver: no Vfx_Abort_* nodes found under " + str(get_path()))
|
||||
if _player == null:
|
||||
push_warning("Kestrel driver: no AnimationPlayer found (gear/hatches will not move)")
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_time += delta
|
||||
if listen_keys:
|
||||
_read_keys()
|
||||
if debug_fire:
|
||||
abort_burn = true
|
||||
rcs_direction = 1 + int(_time) % 6
|
||||
_fallback_abort()
|
||||
_collect_cabin()
|
||||
_gear_shown = gear_deploy
|
||||
_crew_shown = hatch_crew_open
|
||||
_dock_shown = hatch_dock_open
|
||||
_ladder_shown = hatch_ladder_deploy
|
||||
_apply_clips()
|
||||
if _warm_frames > 0:
|
||||
_warm_frames -= 1
|
||||
# FIX: the capsule sets cabin_dim as a plain variable, so nothing re-applied it.
|
||||
if cabin_dim != _applied_dim or cabin_lights != _applied_lights:
|
||||
_apply_cabin()
|
||||
var clips := PackedStringArray()
|
||||
if _player:
|
||||
clips = _player.get_animation_list()
|
||||
print("Kestrel driver ready rcs=", _rcs.size(), " abort=", _aborts.size(), " clips=", clips, " lights=", _cabin_lights_n.size())
|
||||
|
||||
|
||||
func drive(thrusting: bool, pitch: float, yaw: float, roll: float) -> void:
|
||||
abort_burn = thrusting
|
||||
att_pitch = pitch
|
||||
att_yaw = yaw
|
||||
att_roll = roll
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_time += delta
|
||||
if listen_keys and not Engine.is_editor_hint():
|
||||
_read_keys()
|
||||
_ease_poses(delta)
|
||||
_apply_clips()
|
||||
_apply_cabin()
|
||||
_burn(_wish(), delta)
|
||||
|
||||
|
||||
@@ -112,6 +121,7 @@ func _read_keys() -> void:
|
||||
instruments_demo = 0.15 if instruments_demo > 0.5 else 1.0
|
||||
if _pressed(KEY_K):
|
||||
cabin_lights = not cabin_lights
|
||||
_apply_cabin()
|
||||
abort_burn = Input.is_physical_key_pressed(KEY_SPACE)
|
||||
|
||||
|
||||
@@ -145,41 +155,135 @@ func _wish() -> Vector3:
|
||||
return (global_transform.basis * local).normalized()
|
||||
|
||||
|
||||
func _apply_clips() -> void:
|
||||
_seek("gear_deploy", gear_deploy)
|
||||
_seek("hatch_crew_open", hatch_crew_open)
|
||||
_seek("hatch_ladder_deploy", hatch_ladder_deploy)
|
||||
_seek("hatch_dock_open", hatch_dock_open)
|
||||
_seek("instruments_demo", instruments_demo)
|
||||
var _anim_root: Node = null
|
||||
var _hinge_report: bool = false
|
||||
var _gear_shown: float = 1.0
|
||||
var _crew_shown: float = 0.0
|
||||
var _dock_shown: float = 0.0
|
||||
var _ladder_shown: float = 0.0
|
||||
const GEAR_SECONDS: float = 4.0
|
||||
const HATCH_SECONDS: float = 2.5
|
||||
|
||||
|
||||
## FIX: only re-seek when the value actually changed. The old version called
|
||||
## play()+seek()+pause() on five clips every physics frame.
|
||||
func _clip_name(clip: StringName) -> StringName:
|
||||
if _player.has_animation(clip):
|
||||
return clip
|
||||
for a in _player.get_animation_list():
|
||||
if String(a).ends_with("/" + String(clip)):
|
||||
return a
|
||||
return &""
|
||||
|
||||
|
||||
## Re-seeks only when the value changed, but keeps re-applying for the first few
|
||||
## frames so the pose sticks after the AnimationPlayer finishes initializing.
|
||||
func _seek(clip: StringName, t: float) -> void:
|
||||
func _split_clips() -> void:
|
||||
_anim_root = self
|
||||
if _player == null:
|
||||
print("Kestrel clips: no AnimationPlayer")
|
||||
return
|
||||
var clip_id := _clip_name(clip)
|
||||
if clip_id == &"":
|
||||
var root := _player.get_node_or_null(_player.root_node)
|
||||
if root:
|
||||
_anim_root = root
|
||||
print("Kestrel clips root=", _anim_root.name, " list=", _player.get_animation_list())
|
||||
|
||||
|
||||
|
||||
func _apply_clips() -> void:
|
||||
_hard_pose()
|
||||
|
||||
|
||||
func _hinge(node_name: String) -> Node3D:
|
||||
var n := find_child(node_name, true, false) as Node3D
|
||||
if n == null and get_parent() != null:
|
||||
n = get_parent().find_child(node_name, true, false) as Node3D
|
||||
return n
|
||||
|
||||
|
||||
func _q(x: float, y: float, z: float, w: float) -> Quaternion:
|
||||
return Quaternion(x, y, z, w)
|
||||
|
||||
|
||||
func _ease_poses(delta: float) -> void:
|
||||
_gear_shown = move_toward(_gear_shown, gear_deploy, delta / GEAR_SECONDS)
|
||||
_crew_shown = move_toward(_crew_shown, hatch_crew_open, delta / HATCH_SECONDS)
|
||||
_dock_shown = move_toward(_dock_shown, hatch_dock_open, delta / HATCH_SECONDS)
|
||||
_ladder_shown = move_toward(_ladder_shown, hatch_ladder_deploy, delta / HATCH_SECONDS)
|
||||
|
||||
|
||||
func _hard_pose() -> void:
|
||||
var g := clampf(_gear_shown, 0.0, 1.0)
|
||||
var hip0 := _q(0.572867, 0.0, 0.0, 0.819648)
|
||||
var hip1 := _q(0.470626, 0.0, 0.0, 0.882333)
|
||||
var knee0 := _q(0.998152, 0.0, 0.0, 0.060759)
|
||||
var knee1 := _q(0.208460, 0.0, 0.0, 0.978031)
|
||||
var hit := 0
|
||||
for side in ["FR", "FL", "RR", "RL"]:
|
||||
hit += _swing("Gear_%s_Hip" % side, hip0, hip1, g)
|
||||
hit += _slide_z("Gear_%s_UpperStrut" % side, 0.0138, 0.46, g)
|
||||
hit += _stretch_y("Gear_%s_UpperStrut" % side, 0.16, 1.0, g)
|
||||
hit += _slide_z("Gear_%s_Knee" % side, 0.0276, 0.92, g)
|
||||
hit += _swing("Gear_%s_Knee" % side, knee0, knee1, g)
|
||||
hit += _slide_z("Gear_%s_Shock" % side, 0.0147, 0.49, g)
|
||||
hit += _stretch_y("Gear_%s_Shock" % side, 0.16, 1.0, g)
|
||||
hit += _slide_z("Gear_%s_Foot" % side, 0.0294, 0.98, g)
|
||||
hit += _swing("CrewHatch_Hinge", Quaternion.IDENTITY, _q(0.0, -0.854714, 0.0, 0.519099), _crew_shown)
|
||||
hit += _swing("DockHatch_Hinge", Quaternion.IDENTITY, _q(0.0, 0.0, -0.854714, 0.519099), _dock_shown)
|
||||
hit += _swing("CrewStep_Hinge", _q(0.0, 0.0, 0.02, 0.9998), _q(0.0, 0.0, 0.305059, 0.952334), _ladder_shown)
|
||||
hit += _stretch_y("CrewStep_Ladder", 0.12, 1.0, _ladder_shown)
|
||||
if not _hinge_report:
|
||||
_hinge_report = true
|
||||
print("Kestrel hinges hit=", hit, " crew=", _hinge("CrewHatch_Hinge"), " gear=", _hinge("Gear_FR_Hip"))
|
||||
|
||||
|
||||
func _swing(node_name: String, a: Quaternion, b: Quaternion, t: float) -> int:
|
||||
var n := _hinge(node_name)
|
||||
if n == null:
|
||||
return 0
|
||||
n.quaternion = a.slerp(b, clampf(t, 0.0, 1.0))
|
||||
return 1
|
||||
|
||||
|
||||
func _slide_z(node_name: String, a: float, b: float, t: float) -> int:
|
||||
var n := _hinge(node_name)
|
||||
if n == null:
|
||||
return 0
|
||||
n.position.z = lerpf(a, b, clampf(t, 0.0, 1.0))
|
||||
return 1
|
||||
|
||||
|
||||
func _stretch_y(node_name: String, a: float, b: float, t: float) -> int:
|
||||
var n := _hinge(node_name)
|
||||
if n == null:
|
||||
return 0
|
||||
n.scale.y = lerpf(a, b, clampf(t, 0.0, 1.0))
|
||||
return 1
|
||||
|
||||
|
||||
func _pose(clip: StringName, t: float) -> void:
|
||||
if _player == null or not _player.has_animation(clip):
|
||||
return
|
||||
t = clampf(t, 0.0, 1.0)
|
||||
if _warm_frames <= 0 and _clip_cache.has(clip) and is_equal_approx(float(_clip_cache[clip]), t):
|
||||
return
|
||||
_clip_cache[clip] = t
|
||||
var clip_len := _player.get_animation(clip_id).length
|
||||
_player.play(clip_id)
|
||||
_player.seek(t * clip_len, true)
|
||||
_player.pause()
|
||||
var anim := _player.get_animation(clip)
|
||||
var at := clampf(t, 0.0, 1.0) * anim.length
|
||||
var root: Node = _anim_root if _anim_root else self
|
||||
for i in anim.get_track_count():
|
||||
var full := String(anim.track_get_path(i))
|
||||
var node_path := full.get_slice(":", 0)
|
||||
var prop := full.get_slice(":", 1)
|
||||
var node := root.get_node_or_null(NodePath(node_path))
|
||||
if node == null:
|
||||
node = find_child(node_path.get_file(), true, false)
|
||||
if node == null:
|
||||
continue
|
||||
var typ := anim.track_get_type(i)
|
||||
if typ == Animation.TYPE_ROTATION_3D:
|
||||
var q := anim.rotation_track_interpolate(i, at)
|
||||
if prop == "" or prop == "quaternion" or prop == "rotation":
|
||||
(node as Node3D).quaternion = q
|
||||
else:
|
||||
node.set(prop, q)
|
||||
elif typ == Animation.TYPE_POSITION_3D:
|
||||
var pos := anim.position_track_interpolate(i, at)
|
||||
if prop == "" or prop == "position":
|
||||
(node as Node3D).position = pos
|
||||
else:
|
||||
node.set(prop, pos)
|
||||
elif typ == Animation.TYPE_SCALE_3D:
|
||||
var sc := anim.scale_track_interpolate(i, at)
|
||||
if prop == "" or prop == "scale":
|
||||
(node as Node3D).scale = sc
|
||||
else:
|
||||
node.set(prop, sc)
|
||||
elif typ == Animation.TYPE_VALUE and prop != "":
|
||||
node.set(prop, anim.value_track_interpolate(i, at))
|
||||
|
||||
|
||||
func _collect_cabin() -> void:
|
||||
@@ -219,24 +323,36 @@ func _collect_cabin() -> void:
|
||||
func _apply_cabin() -> void:
|
||||
if not _cabin_ready:
|
||||
return
|
||||
_applied_dim = cabin_dim
|
||||
_applied_lights = cabin_lights
|
||||
var dim := cabin_dim or not cabin_lights
|
||||
for i in _cabin_lights_n.size():
|
||||
var lamp := _cabin_lights_n[i]
|
||||
var rest: Dictionary = _cabin_rest[i]
|
||||
lamp.light_color = rest.color
|
||||
lamp.light_energy = float(rest.energy) * (0.08 if dim else 1.0)
|
||||
lamp.light_energy = float(rest.energy) * (0.16 if dim else 1.0)
|
||||
for row in _cabin_mats:
|
||||
var mat := row.mat as StandardMaterial3D
|
||||
mat.emission_enabled = true if dim else bool(row.on)
|
||||
mat.emission = row.color
|
||||
mat.emission_energy_multiplier = float(row.energy) * (0.05 if dim else 1.0)
|
||||
mat.emission_energy_multiplier = float(row.energy) * (0.18 if dim else 1.0)
|
||||
|
||||
|
||||
func _scope() -> Array[Node]:
|
||||
var found: Array[Node] = []
|
||||
var roots: Array[Node] = [self]
|
||||
if get_parent():
|
||||
roots.append(get_parent())
|
||||
for root in roots:
|
||||
found.append(root)
|
||||
for n in root.find_children("*", "Node", true, false):
|
||||
found.append(n)
|
||||
return found
|
||||
|
||||
|
||||
func _arm() -> void:
|
||||
var i := 0
|
||||
for n in find_children("*", "Node3D", true, false):
|
||||
for n in _scope():
|
||||
if not (n is Node3D):
|
||||
continue
|
||||
var nm := String(n.name)
|
||||
if nm.begins_with("Vfx_RCS_"):
|
||||
_rcs.append(_spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, float(i)))
|
||||
@@ -245,27 +361,34 @@ func _arm() -> void:
|
||||
_aborts.append(_make_abort(n))
|
||||
|
||||
|
||||
func _fallback_abort() -> void:
|
||||
var spots: Array[Vector3] = [Vector3(0.55, -0.35, 0.55), Vector3(-0.55, -0.35, 0.55), Vector3(0.55, -0.35, -0.55), Vector3(-0.55, -0.35, -0.55)]
|
||||
for i in spots.size():
|
||||
var s := Marker3D.new()
|
||||
s.name = "Vfx_Abort_Fallback_%d" % i
|
||||
s.position = spots[i]
|
||||
add_child(s)
|
||||
_aborts.append(_make_abort(s))
|
||||
print("Kestrel driver built fallback abort plumes")
|
||||
|
||||
|
||||
func _burn(wish: Vector3, delta: float) -> void:
|
||||
var ship := global_transform.basis
|
||||
var ship_inv := ship.inverse()
|
||||
# FIX: capsule yaws about +Z by +att_yaw (rotate_object_local(FORWARD, -yaw) == +Z, +yaw),
|
||||
# so the commanded angular velocity is (pitch, roll, +yaw). The old -att_yaw fired the
|
||||
# opposite-side jets for yaw.
|
||||
var cmd := Vector3(att_pitch, att_roll, att_yaw)
|
||||
var cmd := Vector3(att_pitch, att_roll, -att_yaw)
|
||||
var turning := cmd.length() > 0.15
|
||||
var origin := global_position
|
||||
for ribbon in _rcs:
|
||||
var want := 0.0
|
||||
var exhaust: Vector3 = (ship_inv * ribbon.global_transform.basis.y).normalized()
|
||||
var exhaust: Vector3 = (ship.inverse() * ribbon.global_transform.basis.y).normalized()
|
||||
if turning:
|
||||
var local_pos: Vector3 = ship_inv * (ribbon.global_position - origin)
|
||||
var local_pos: Vector3 = ship.inverse() * (ribbon.global_position - origin)
|
||||
if local_pos.length() < 0.05:
|
||||
local_pos = -exhaust
|
||||
var torque: Vector3 = local_pos.cross(-exhaust)
|
||||
if torque.dot(cmd) > 0.12:
|
||||
want = 1.0
|
||||
if want < 0.5 and wish != Vector3.ZERO:
|
||||
if exhaust.dot(-(ship_inv * wish)) > 0.7:
|
||||
if exhaust.dot(-(ship.inverse() * wish)) > 0.7:
|
||||
want = 1.0
|
||||
var burn := float(ribbon.get_meta("burn"))
|
||||
burn = _smooth(burn, want, delta, 0.08 if want > burn else 0.14)
|
||||
@@ -306,8 +429,6 @@ func _burn(wish: Vector3, delta: float) -> void:
|
||||
light.light_energy = _abort_hold * 8.0 if on else 0.0
|
||||
|
||||
|
||||
## Exhaust direction in the socket's parent space. The model puts each Vfx_ socket's
|
||||
## translation along its exhaust direction (RCS = +Y, Abort = -Y), so position is the aim.
|
||||
func _exhaust(socket: Node3D) -> Vector3:
|
||||
var dir := socket.position
|
||||
if dir.length() < 0.001:
|
||||
@@ -365,13 +486,13 @@ func _taper(length: float, w0: float, w1: float) -> ArrayMesh:
|
||||
return st.commit()
|
||||
|
||||
|
||||
func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int, node_name: String, length: float, opacity: float, flick_seed: float) -> Node3D:
|
||||
func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int, node_name: String, length: float, opacity: float, seed: float) -> Node3D:
|
||||
var g := Node3D.new()
|
||||
g.name = node_name
|
||||
g.set_meta("mat", mat)
|
||||
g.set_meta("len", length)
|
||||
g.set_meta("opacity", opacity)
|
||||
g.set_meta("seed", flick_seed)
|
||||
g.set_meta("seed", seed)
|
||||
g.set_meta("burn", 0.0)
|
||||
for i in planes:
|
||||
var m := MeshInstance3D.new()
|
||||
@@ -387,8 +508,8 @@ func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int,
|
||||
return g
|
||||
|
||||
|
||||
func _spear(socket: Node3D, length: float, width: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, flick_seed: float) -> Node3D:
|
||||
return _crossed(socket, _sheet(length, width), _ribbon_mat(root, mid, tip), planes, "Spear", length, opacity, flick_seed)
|
||||
func _spear(socket: Node3D, length: float, width: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, seed: float) -> Node3D:
|
||||
return _crossed(socket, _sheet(length, width), _ribbon_mat(root, mid, tip), planes, "Spear", length, opacity, seed)
|
||||
|
||||
|
||||
func _taper_ribbon(socket: Node3D, length: float, w0: float, w1: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, node_name: String) -> Node3D:
|
||||
@@ -407,8 +528,8 @@ func _set_spear(ribbon: Node3D, amount: float, time: float) -> void:
|
||||
if a < 0.02:
|
||||
_set_opacity(ribbon, 0.0)
|
||||
return
|
||||
var flick_seed := float(ribbon.get_meta("seed"))
|
||||
var flick := 0.82 + 0.18 * sin(time * 37.0 + flick_seed * 2.1)
|
||||
var seed := float(ribbon.get_meta("seed"))
|
||||
var flick := 0.82 + 0.18 * sin(time * 37.0 + seed * 2.1)
|
||||
ribbon.scale = Vector3.ONE
|
||||
_set_opacity(ribbon, float(ribbon.get_meta("opacity")) * minf(a, 1.0) * flick)
|
||||
|
||||
@@ -534,11 +655,11 @@ func _spot(socket: Node3D) -> SpotLight3D:
|
||||
func _make_abort(socket: Node3D) -> Dictionary:
|
||||
var core := _taper_ribbon(socket, 2.1, 0.06, 0.20, Color(1.0, 0.97, 0.92, 1.0), Color(1.0, 0.45, 0.12, 0.72), Color(0.40, 0.08, 0.02, 0.0), 0.95, 3, "AbortCore")
|
||||
var sheath := _taper_ribbon(socket, 5.2, 0.10, 0.78, Color(1.0, 0.55, 0.18, 1.0), Color(1.0, 0.28, 0.06, 0.55), Color(0.35, 0.06, 0.01, 0.0), 0.82, 3, "AbortSheath")
|
||||
return {
|
||||
"core": core,
|
||||
"sheath": sheath,
|
||||
"sparks": _sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0),
|
||||
"sheath_sparks": _sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0),
|
||||
"flash": _abort_flash(socket),
|
||||
"light": _spot(socket),
|
||||
}
|
||||
var row: Dictionary = {}
|
||||
row["core"] = core
|
||||
row["sheath"] = sheath
|
||||
row["sparks"] = _sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0)
|
||||
row["sheath_sparks"] = _sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0)
|
||||
row["flash"] = _abort_flash(socket)
|
||||
row["light"] = _spot(socket)
|
||||
return row
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://bsf6cehnp2xy7"
|
||||
path="res://.godot/imported/ArgonautSite.glb-70ba0fb5c0cd1a3e0d9ec4b62d093975.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://planets_whatnot/ArgonautSite.glb"
|
||||
dest_files=["res://.godot/imported/ArgonautSite.glb-70ba0fb5c0cd1a3e0d9ec4b62d093975.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
mesh_library/use_node_names_as_mesh_names=false
|
||||
array_mesh/deduplicate_surfaces=true
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
gltf/texture_map_mode=1
|
||||
Binary file not shown.
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://qm03fqdikunu"
|
||||
path.s3tc="res://.godot/imported/ArgonautSite_T_Argonaut_BaseColor.png-f9116cbc16640290d36eea9e578baf60.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "9955b192993b0ed878a790621f61b451"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://planets_whatnot/ArgonautSite_T_Argonaut_BaseColor.png"
|
||||
dest_files=["res://.godot/imported/ArgonautSite_T_Argonaut_BaseColor.png-f9116cbc16640290d36eea9e578baf60.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://ckug0ehydgt26"
|
||||
path.s3tc="res://.godot/imported/ArgonautSite_T_Argonaut_Metallic-T_Argonaut_Roughness.png-aec96d683db590467207937d3b13cbc7.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "b344bbdc7dca8b71bbcb9acc04c79c2b"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://planets_whatnot/ArgonautSite_T_Argonaut_Metallic-T_Argonaut_Roughness.png"
|
||||
dest_files=["res://.godot/imported/ArgonautSite_T_Argonaut_Metallic-T_Argonaut_Roughness.png-aec96d683db590467207937d3b13cbc7.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bapdvqvr8fqpi"
|
||||
path.s3tc="res://.godot/imported/ArgonautSite_T_Regolith_BaseColor.png-e82f3c739731fd7b363f6af5f4f6bce8.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "65f447decf9bf29e384cfe0675874154"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://planets_whatnot/ArgonautSite_T_Regolith_BaseColor.png"
|
||||
dest_files=["res://.godot/imported/ArgonautSite_T_Regolith_BaseColor.png-e82f3c739731fd7b363f6af5f4f6bce8.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dnw6yyqc27ijy"
|
||||
path.s3tc="res://.godot/imported/ArgonautSite_T_Regolith_Normal.png-0e10b000b00deb0b8335dedea0d5e244.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "d4a3f8a9c4a38a6305d7ad8eb7305c20"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://planets_whatnot/ArgonautSite_T_Regolith_Normal.png"
|
||||
dest_files=["res://.godot/imported/ArgonautSite_T_Regolith_Normal.png-0e10b000b00deb0b8335dedea0d5e244.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=1
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=1
|
||||
roughness/src_normal="res://planets_whatnot/ArgonautSite_T_Regolith_Normal.png"
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
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Binary file not shown.
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user