Add collision detection
This commit is contained in:
@@ -2,49 +2,49 @@ using Godot;
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public partial class CameraSystem : SpringArm3D
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{
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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private Node3D _pivot;
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private CharacterBody3D _characterBody;
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private Node3D _pivot;
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private CharacterBody3D _characterBody;
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public override void _Ready()
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{
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
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}
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public override void _Ready()
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{
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
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}
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public override void _Process(double delta)
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{
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var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
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var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
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public override void _Process(double delta)
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{
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var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
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var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
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if (Mathf.Abs(joyRightX) > _joystickDeadZone)
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{
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var rotateAmount = joyRightX * _sensitivityHorizontal;
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_characterBody.RotateY(-rotateAmount);
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_pivot.RotateY(rotateAmount);
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}
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if (Mathf.Abs(joyRightX) > _joystickDeadZone)
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{
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var rotateAmount = joyRightX * _sensitivityHorizontal;
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_characterBody.RotateY(-rotateAmount);
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_pivot.RotateY(rotateAmount);
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}
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if (Mathf.Abs(joyRightY) > _joystickDeadZone)
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{
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RotateX(joyRightY * _sensitivityVertical);
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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if (Mathf.Abs(joyRightY) > _joystickDeadZone)
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{
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RotateX(joyRightY * _sensitivityVertical);
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventMouseMotion mouseMotion)
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{
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_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
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_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
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RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventMouseMotion mouseMotion)
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{
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_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
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_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
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RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
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Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
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}
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}
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}
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@@ -1,21 +0,0 @@
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[remap]
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importer="wavefront_obj"
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importer_version=1
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type="Mesh"
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uid="uid://cj246dmena0if"
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path="res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"
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[deps]
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files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
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source_file="res://Scripts/Cookie.obj"
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dest_files=["res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh", "res://.godot/imported/Cookie.obj-9c7fa2a3d48746d9f2fd322d3854502d.mesh"]
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[params]
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generate_tangents=true
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scale_mesh=Vector3(1, 1, 1)
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offset_mesh=Vector3(0, 0, 0)
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optimize_mesh=true
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13
Scripts/Enemy.cs
Normal file
13
Scripts/Enemy.cs
Normal file
@@ -0,0 +1,13 @@
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using Godot;
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public partial class Enemy : Node
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{
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public void OnHit(Variant body)
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{
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if (body.Obj is Projectile)
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{
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GD.Print("Hit");
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QueueFree();
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}
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}
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}
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@@ -2,8 +2,8 @@ using Godot;
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public partial class Fireball : Projectile
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{
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public override void _PhysicsProcess(double delta)
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{
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Translate(new Vector3(0, 0, Speed * (float)delta));
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}
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public override void _PhysicsProcess(double delta)
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{
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Translate(new Vector3(0, 0, Speed * (float)delta));
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}
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}
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@@ -4,102 +4,102 @@ using Godot.Collections;
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public partial class Player : CharacterBody3D
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{
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[Export]
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private float _speed = 5.0f;
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[Export]
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private float _jumpVelocity = 4.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private Array<PackedScene> _projectiles;
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[Export]
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private float _speed = 5.0f;
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[Export]
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private float _jumpVelocity = 4.5f;
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[Export]
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private float _sensitivityHorizontal = 0.05f;
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[Export]
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private float _sensitivityVertical = 0.05f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private Array<PackedScene> _projectiles;
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public bool CanShoot { get; private set; }
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public bool CanShoot { get; private set; }
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private Node3D _cameraMount;
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private Node3D _pivot;
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private Node3D _camera;
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private PackedScene _weaponType;
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private Node3D _cameraMount;
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private Node3D _pivot;
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private Node3D _camera;
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private PackedScene _weaponType;
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// Get the _gravity from the project settings to be synced with RigidBody nodes.
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public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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// Get the _gravity from the project settings to be synced with RigidBody nodes.
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public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
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_camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera");
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_weaponType = _projectiles.First();
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CanShoot = true;
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}
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
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_camera = GetNode<Node3D>("/root/Main/Player/CameraMount/Camera");
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_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
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_weaponType = _projectiles.First();
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CanShoot = true;
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("quit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed("shoot") && CanShoot)
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Shoot();
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if (Input.IsActionJustPressed("switch"))
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SwitchWeaponType();
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("quit"))
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GetTree().Quit();
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if (Input.IsActionJustPressed("shoot") && CanShoot)
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Shoot();
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if (Input.IsActionJustPressed("switch"))
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SwitchWeaponType();
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}
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public override void _PhysicsProcess(double delta)
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{
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var gravityDelta = _gravity * (float)delta;
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var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
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public override void _PhysicsProcess(double delta)
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{
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var gravityDelta = _gravity * (float)delta;
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var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
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Velocity = velocity;
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MoveAndSlide();
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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private async void Shoot()
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{
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GD.Print("Shoot");
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var projectile = _weaponType.Instantiate<Projectile>();
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projectile.Position = Position;
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projectile.Rotation = Rotation;
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private async void Shoot()
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{
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GD.Print("Shoot");
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var projectile = _weaponType.Instantiate<Projectile>();
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projectile.Position = Position;
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projectile.Rotation = Rotation;
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GetParent().AddChild(projectile);
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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CanShoot = true;
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}
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private async void SwitchWeaponType()
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{
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var index = _projectiles.IndexOf(_weaponType);
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_weaponType = _projectiles[(index + 1) % _projectiles.Count];
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(.5), "timeout");
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CanShoot = true;
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private async void SwitchWeaponType()
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{
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var index = _projectiles.IndexOf(_weaponType);
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_weaponType = _projectiles[(index + 1) % _projectiles.Count];
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(.5), "timeout");
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CanShoot = true;
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}
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}
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private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
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{
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if (!IsOnFloor())
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velocity.Y -= gravityDelta;
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private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
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{
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if (!IsOnFloor())
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velocity.Y -= gravityDelta;
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if (Input.IsActionJustPressed("jump") && IsOnFloor())
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velocity.Y = _jumpVelocity;
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if (Input.IsActionJustPressed("jump") && IsOnFloor())
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velocity.Y = _jumpVelocity;
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Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
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Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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}
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Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
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Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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}
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return velocity;
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}
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return velocity;
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}
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}
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@@ -2,21 +2,21 @@
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public partial class Projectile : Node3D
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{
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[Export]
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public double Cooldown { get; protected set; }
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[Export]
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public double Cooldown { get; protected set; }
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[Export]
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private float _projectileSpeed = 0.1f;
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[Export]
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private float _projectileSpeed = 100f;
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public override void _Ready()
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{
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Speed = _projectileSpeed;
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}
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public override void _Ready()
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{
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Speed = _projectileSpeed;
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}
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public float Speed { get; private set; }
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public float Speed { get; private set; }
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public void OnTimeToLiveTimeout()
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{
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QueueFree();
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}
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public void OnTimeToLiveTimeout()
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{
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QueueFree();
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}
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}
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