Adding endpoint to only get locations visible to character
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@@ -0,0 +1,249 @@
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extends RigidBody3D
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# Initially I used a CharacterBody3D, however, I wanted the player to bounce off
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# other objects in the environment and that would have required manual handling
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# of collisions. So that's why we're using a RigidBody3D instead.
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signal vehicle_entered(vehicle: Node)
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signal vehicle_exited(vehicle: Node)
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const MOVE_SPEED := 8.0
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const SPRINT_MOVE_SPEED :=13
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const ACCELLERATION := 30.0
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const DECELLERATION := 40.0
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const JUMP_SPEED := 4.0
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const MAX_NUMBER_OF_JUMPS := 2
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const MIN_FOV := 10.0
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const MAX_FOV := 179.0
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const ZOOM_FACTOR := 1.1 # Zoom out when >1, in when < 1
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var mouse_sensitivity := 0.005
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var rotation_x := 0.0
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var rotation_y := 0.0
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var cameraMoveMode := false
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var current_number_of_jumps := 0
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var _pending_mouse_delta := Vector2.ZERO
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var _last_move_forward := Vector3(0, 0, 1)
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var _last_move_right := Vector3(1, 0, 0)
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var _camera_offset_local := Vector3.ZERO
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var _camera_yaw := 0.0
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var _camera_pitch := 0.0
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var _in_vehicle := false
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var _vehicle_collision_layer := 0
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var _vehicle_collision_mask := 0
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var _vehicle_original_parent: Node = null
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var _light_was_on := false
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var _jump_triggered := false
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@onready var _flashlight: SpotLight3D = $SpotLight3D
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@onready var _anim_player: AnimationPlayer = find_child("AnimationPlayer", true, false) as AnimationPlayer
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@onready var _anim_tree: AnimationTree = find_child("AnimationTree", true, false) as AnimationTree
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@onready var _model_root: Node3D = find_child("TestCharAnimated", true, false) as Node3D
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@export var camera_follow_speed := 10.0
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@export var anim_idle_name := "Idle"
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@export var anim_walk_name := "Walk"
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@export var anim_jump_name := "Jump"
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@export var anim_run_name := "Run"
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@export var anim_walk_speed_threshold := 0.25
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@export var anim_sprint_speed_threshold := 10.0
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var jump_sound = preload("res://assets/audio/jump.ogg")
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var audio_player = AudioStreamPlayer.new()
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@export var camera_path: NodePath
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@onready var cam: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
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@export var phone_path: NodePath
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@onready var phone: CanvasLayer = get_node(phone_path) if phone_path != NodePath("") else null
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var phone_visible := false
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func _ready() -> void:
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add_to_group("player")
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if _anim_tree:
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_anim_tree.active = false
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axis_lock_angular_x = true
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axis_lock_angular_z = true
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angular_damp = 6.0
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contact_monitor = true
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max_contacts_reported = 4
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add_child(audio_player)
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audio_player.stream = jump_sound
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audio_player.volume_db = -20
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if cam:
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_camera_offset_local = cam.transform.origin
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_camera_pitch = cam.rotation.x
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_camera_yaw = global_transform.basis.get_euler().y
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cam.set_as_top_level(true)
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cam.global_position = global_position + (Basis(Vector3.UP, _camera_yaw) * _camera_offset_local)
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cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
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var move_basis := cam.global_transform.basis if cam else global_transform.basis
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var forward := move_basis.z
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var right := move_basis.x
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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_last_move_forward = forward.normalized()
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if right.length() > 0.0001:
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_last_move_right = right.normalized()
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_vehicle_collision_layer = collision_layer
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_vehicle_collision_mask = collision_mask
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func _integrate_forces(state):
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if _in_vehicle:
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linear_velocity = Vector3.ZERO
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return
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if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
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rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
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rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
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rotation_x = clamp(rotation_x, deg_to_rad(-90), deg_to_rad(90))
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_camera_pitch = rotation_x
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rotation.y = rotation_y
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_pending_mouse_delta = Vector2.ZERO
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var forward := Vector3.FORWARD * -1.0
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var right := Vector3.RIGHT
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if cam:
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forward = cam.global_transform.basis.z
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right = cam.global_transform.basis.x
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forward.y = 0.0
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right.y = 0.0
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if forward.length() > 0.0001:
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forward = forward.normalized()
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_last_move_forward = forward
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else:
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forward = _last_move_forward
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if right.length() > 0.0001:
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right = right.normalized()
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_last_move_right = right
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else:
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right = _last_move_right
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var dir := (right * input2v.x + forward * input2v.y).normalized()
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var target_v := dir * MOVE_SPEED
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if Input.is_key_pressed(KEY_SHIFT):
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target_v = dir * SPRINT_MOVE_SPEED
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var ax := ACCELLERATION if dir != Vector3.ZERO else DECELLERATION
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linear_velocity.x = move_toward(linear_velocity.x, target_v.x, ax * state.step)
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linear_velocity.z = move_toward(linear_velocity.z, target_v.z, ax * state.step)
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var on_floor = false
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for i in state.get_contact_count():
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var normal = state.get_contact_local_normal(i)
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if normal.y > 0.5:
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on_floor = true
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break
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if Input.is_action_just_pressed("ui_accept") and (on_floor or current_number_of_jumps == 1):
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current_number_of_jumps = (current_number_of_jumps + 1) % 2
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linear_velocity.y = JUMP_SPEED
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audio_player.play()
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_jump_triggered = true
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if cam:
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var target_yaw := global_transform.basis.get_euler().y
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_camera_yaw = lerp_angle(_camera_yaw, target_yaw, camera_follow_speed * state.step)
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var target_basis := Basis(Vector3.UP, _camera_yaw)
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var target_pos := global_position + (target_basis * _camera_offset_local)
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cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
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cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
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_update_animation(on_floor, state.linear_velocity)
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_jump_triggered = false
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func _input(event):
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if event.is_action_pressed("player_phone"):
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phone_visible = !phone_visible
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if phone:
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phone.visible = phone_visible
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return
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if _in_vehicle:
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_MIDDLE:
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if event.pressed:
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cameraMoveMode = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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cameraMoveMode = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if event is InputEventMouseMotion and cameraMoveMode:
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_pending_mouse_delta += event.relative
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if event is InputEventMouseButton and event.pressed:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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zoom_camera(1.0 / ZOOM_FACTOR)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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zoom_camera(ZOOM_FACTOR)
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if event.is_action_pressed("player_light"):
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_flashlight.visible = !_flashlight.visible
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func zoom_camera(factor):
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if cam == null:
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return
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var new_fov = cam.fov * factor
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cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
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func _update_animation(on_floor: bool, velocity: Vector3) -> void:
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if _anim_player == null:
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return
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var horizontal_speed := Vector3(velocity.x, 0.0, velocity.z).length()
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if _jump_triggered and _anim_player.has_animation(anim_jump_name):
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if _anim_player.current_animation != anim_jump_name:
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_anim_player.play(anim_jump_name)
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return
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if not on_floor and _anim_player.has_animation(anim_jump_name):
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if _anim_player.current_animation != anim_jump_name:
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_anim_player.play(anim_jump_name)
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return
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if on_floor and horizontal_speed > anim_sprint_speed_threshold and _anim_player.has_animation(anim_run_name):
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if _anim_player.current_animation != anim_run_name:
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_anim_player.play(anim_run_name)
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return
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if horizontal_speed > anim_walk_speed_threshold and _anim_player.has_animation(anim_walk_name):
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if _anim_player.current_animation != anim_walk_name:
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_anim_player.play(anim_walk_name)
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return
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if _anim_player.has_animation(anim_idle_name):
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if _anim_player.current_animation != anim_idle_name:
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_anim_player.play(anim_idle_name)
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func enter_vehicle(_vehicle: Node, seat: Node3D, vehicle_camera: Camera3D) -> void:
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_in_vehicle = true
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freeze = true
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sleeping = true
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collision_layer = 0
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collision_mask = 0
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_vehicle_original_parent = get_parent()
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_light_was_on = _flashlight.visible
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_flashlight.visible = false
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if _model_root:
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_model_root.visible = false
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if seat:
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reparent(seat, true)
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global_transform = seat.global_transform
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if cam:
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cam.current = false
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if vehicle_camera:
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vehicle_camera.current = true
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vehicle_entered.emit(_vehicle)
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func exit_vehicle(exit_point: Node3D, vehicle_camera: Camera3D) -> void:
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_in_vehicle = false
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freeze = false
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sleeping = false
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collision_layer = _vehicle_collision_layer
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collision_mask = _vehicle_collision_mask
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if _vehicle_original_parent:
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reparent(_vehicle_original_parent, true)
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_vehicle_original_parent = null
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_flashlight.visible = _light_was_on
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if _model_root:
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_model_root.visible = true
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if exit_point:
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global_transform = exit_point.global_transform
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if vehicle_camera:
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vehicle_camera.current = false
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if cam:
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cam.current = true
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vehicle_exited.emit(null)
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@@ -0,0 +1 @@
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uid://kgqaeqappow3
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@@ -0,0 +1,28 @@
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[gd_scene load_steps=4 format=3]
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[ext_resource type="Script" path="res://scenes/Characters/location_player.gd" id="1_player_script"]
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[ext_resource type="PackedScene" path="res://assets/models/TestCharAnimated.glb" id="2_model"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_player"]
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[node name="LocationPlayer" type="RigidBody3D"]
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script = ExtResource("1_player_script")
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camera_path = NodePath("Camera3D")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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shape = SubResource("SphereShape3D_player")
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[node name="TestCharAnimated" parent="." instance=ExtResource("2_model")]
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transform = Transform3D(-0.9998549, 0, 0.01703362, 0, 1, 0, -0.01703362, 0, -0.9998549, 0, 0, 0)
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(0.9998477, 0, -0.017452406, 0.0066714617, 0.9238795, 0.38262552, 0.016124869, -0.38268343, 0.92373866, 0, 6, 10)
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current = true
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fov = 49.0
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[node name="SpotLight3D" type="SpotLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.906308, -0.422618, 0, 0.422618, 0.906308, 0, 1.7, -0.35)
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visible = false
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spot_range = 30.0
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spot_angle = 25.0
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