A raging quest
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+10
-5
@@ -2,6 +2,8 @@ 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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@@ -94,11 +96,6 @@ func _integrate_forces(state):
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# Input as 2D vector
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if Input.is_action_just_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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# Camera based movement
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var forward := Vector3.FORWARD * -1.0
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var right := Vector3.RIGHT
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@@ -157,6 +154,12 @@ func _integrate_forces(state):
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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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@@ -226,6 +229,7 @@ func enter_vehicle(_vehicle: Node, seat: Node3D, vehicle_camera: Camera3D) -> vo
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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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@@ -245,3 +249,4 @@ func exit_vehicle(exit_point: Node3D, vehicle_camera: Camera3D) -> void:
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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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