Fixing daynight cycle, and adding character home

This commit is contained in:
hz
2025-11-08 16:38:03 -06:00
parent d37ef6c0b9
commit 00be758651
6 changed files with 200 additions and 19 deletions
+38
View File
@@ -7,12 +7,14 @@ class_name GridCharacterController
@export var start_cell: Vector2i = Vector2i.ZERO
@export_range(0.1, 20.0, 0.1) var move_speed: float = 4.0
@export_range(0.0, 2.0, 0.01) var height_offset: float = 0.3
@export var home_marker_scene: PackedScene
var _grid_manager: GridPlaneManager = null
var _camera: Camera3D = null
var _current_cell: Vector2i = Vector2i(-1, -1)
var _target_position: Vector3
var _is_moving: bool = false
var _home_instance: Node3D = null
func _ready() -> void:
set_physics_process(true)
@@ -21,6 +23,7 @@ func _ready() -> void:
if _grid_manager:
_grid_manager.grid_layout_changed.connect(_on_grid_layout_changed)
_move_to_cell(start_cell, true)
_spawn_home()
func _physics_process(delta: float) -> void:
if not _is_moving:
@@ -89,6 +92,7 @@ func _on_grid_layout_changed(_cells: Dictionary) -> void:
clamp(_current_cell.y, 0, _grid_manager.rows - 1)
)
_move_to_cell(_current_cell, true)
_update_home_position()
func _resolve_references() -> void:
if grid_manager_path != NodePath():
@@ -97,3 +101,37 @@ func _resolve_references() -> void:
_grid_manager = get_parent() as GridPlaneManager
if camera_path != NodePath():
_camera = get_node_or_null(camera_path) as Camera3D
if not _home_instance and home_marker_scene:
_spawn_home()
func _spawn_home() -> void:
if not home_marker_scene or not _grid_manager:
return
if _home_instance and is_instance_valid(_home_instance):
_home_instance.queue_free()
var new_home := home_marker_scene.instantiate()
if not new_home:
return
if not (new_home is Node3D):
new_home.queue_free()
return
_home_instance = new_home
var parent := get_parent()
if parent:
call_deferred("_add_home_to_parent", parent)
func _add_home_to_parent(parent: Node) -> void:
if not parent or not _home_instance:
return
if _home_instance.get_parent() == parent:
_update_home_position()
return
parent.add_child(_home_instance)
_update_home_position()
func _update_home_position() -> void:
if not _home_instance or not _grid_manager or not _grid_manager.has_cell(start_cell):
return
var local_center := _grid_manager.cell_to_world(start_cell)
var world_center := _grid_manager.to_global(local_center)
_home_instance.global_position = world_center + Vector3.UP * 0.01