Adding basic car
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@@ -0,0 +1,81 @@
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extends RigidBody3D
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@export var drive_speed := 18.0
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@export var drive_accel := 20.0
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@export var brake_strength := 28.0
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@export var turn_speed := 2.0
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@export var turn_accel := 8.0
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@export var lateral_damp := 10.0
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@export var seat_path: NodePath
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@export var exit_path: NodePath
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@export var camera_path: NodePath
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@export var interact_area_path: NodePath
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@onready var seat: Node3D = get_node(seat_path) if seat_path != NodePath("") else null
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@onready var exit_point: Node3D = get_node(exit_path) if exit_path != NodePath("") else null
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@onready var car_camera: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
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@onready var interact_area: Area3D = get_node(interact_area_path) if interact_area_path != NodePath("") else null
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var _nearby_driver: Node = null
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var _driver: Node = null
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func _ready() -> void:
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if interact_area:
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interact_area.collision_layer = 2
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interact_area.collision_mask = 1
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interact_area.body_entered.connect(_on_interact_body_entered)
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interact_area.body_exited.connect(_on_interact_body_exited)
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if car_camera:
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car_camera.current = false
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func _process(_delta: float) -> void:
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if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
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_enter_vehicle(_nearby_driver)
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elif _driver != null and Input.is_action_just_pressed("interact"):
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_exit_vehicle()
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if _driver == null:
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return
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var forward := global_transform.basis.z
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forward.y = 0.0
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forward = forward.normalized()
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var current_speed := linear_velocity.dot(forward)
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var target_speed := input2v.y * drive_speed
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var accel := drive_accel if abs(input2v.y) > 0.01 else brake_strength
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var new_forward_speed := move_toward(current_speed, target_speed, accel * state.step)
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var forward_vel := forward * new_forward_speed
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var lateral_vel := linear_velocity - (forward * current_speed)
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lateral_vel = lateral_vel.move_toward(Vector3.ZERO, lateral_damp * state.step)
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linear_velocity = forward_vel + lateral_vel
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var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
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var target_turn: float = -input2v.x * turn_speed * speed_factor
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angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
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func _enter_vehicle(player: Node) -> void:
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if seat == null:
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return
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_driver = player
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player.call("enter_vehicle", self, seat, car_camera)
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if car_camera:
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car_camera.current = true
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func _exit_vehicle() -> void:
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if _driver == null:
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return
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_driver.call("exit_vehicle", exit_point, car_camera)
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_driver = null
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if car_camera:
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car_camera.current = false
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func _on_interact_body_entered(body: Node) -> void:
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if body.has_method("enter_vehicle"):
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_nearby_driver = body
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func _on_interact_body_exited(body: Node) -> void:
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if body == _nearby_driver:
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_nearby_driver = null
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