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78 lines
2.4 KiB
GDScript
78 lines
2.4 KiB
GDScript
extends Node3D
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@export var player_spawn_position := Vector3(0.0, 0.0, 0.0)
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@export var day_length := 120.0
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@export var start_light_angle := -90.0
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@onready var _player: RigidBody3D = get_node_or_null("Player") as RigidBody3D
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@onready var _sun: DirectionalLight3D = $DirectionalLight3D
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@onready var _quest_text: RichTextLabel = get_node_or_null("PhoneUI/Control/PhoneFrame/QuestText") as RichTextLabel
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var _time := 0.0
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func _ready() -> void:
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_move_player_to_spawn()
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_setup_quest_ui()
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func _process(delta: float) -> void:
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_update_day_night(delta)
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func _move_player_to_spawn() -> void:
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if _player == null:
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return
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var spawn_marker := _consume_spawn_marker()
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if spawn_marker != null:
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_player.call("teleport_to_spawn", spawn_marker.global_transform)
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else:
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_player.global_position = player_spawn_position
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_player.linear_velocity = Vector3.ZERO
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_player.angular_velocity = Vector3.ZERO
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func _consume_spawn_marker() -> Node3D:
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if TeleportState == null:
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return null
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var spawn_name: StringName = TeleportState.consume_spawn_name()
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if spawn_name == StringName():
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return null
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return find_child(String(spawn_name), true, false) as Node3D
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func _update_day_night(delta: float) -> void:
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if _sun == null or day_length <= 0.0:
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return
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_time = fmod(_time + delta, day_length)
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var t: float = _time / day_length
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var angle: float = lerp(start_light_angle, start_light_angle + 360.0, t)
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_sun.rotation_degrees.x = angle
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var energy_curve: float = -sin((t * TAU) + (start_light_angle * PI / 180.0))
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_sun.light_energy = clamp((energy_curve * 1.0) + 0.2, 0.0, 1.2)
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func _setup_quest_ui() -> void:
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if QuestManager == null:
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return
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if not QuestManager.is_connected("quest_state_changed", Callable(self, "_refresh_quest_ui")):
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QuestManager.quest_state_changed.connect(_refresh_quest_ui)
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_refresh_quest_ui()
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func _refresh_quest_ui() -> void:
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if _quest_text == null or QuestManager == null:
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return
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var state: Dictionary = QuestManager.get_active_quest_state()
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if not bool(state.get("active", false)):
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_quest_text.text = "No active quest."
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return
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var title := String(state.get("title", "Quest"))
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if bool(state.get("completed", false)):
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_quest_text.text = "[b]%s[/b]\nComplete." % title
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return
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var step_index: int = int(state.get("current_step_index", 0))
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var total_steps: int = int(state.get("total_steps", 0))
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var step_text := String(state.get("current_step_text", ""))
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_quest_text.text = "[b]%s[/b]\nStep %d/%d\n%s" % [title, step_index + 1, total_steps, step_text]
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