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https://github.com/Relintai/pandemonium_demo_projects.git
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126 lines
2.5 KiB
GDScript3
126 lines
2.5 KiB
GDScript3
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class_name Test
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extends Node
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signal wait_done()
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export var _enable_debug_collision = true
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var _timer
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var _timer_started = false
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var _wait_physics_ticks_counter = 0
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var _drawn_nodes = []
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func _enter_tree():
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if not _enable_debug_collision:
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get_tree().debug_collisions_hint = false
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func _physics_process(_delta):
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if _wait_physics_ticks_counter > 0:
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_wait_physics_ticks_counter -= 1
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if _wait_physics_ticks_counter == 0:
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emit_signal("wait_done")
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func add_sphere(pos, radius, color):
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var sphere = MeshInstance.new()
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var sphere_mesh = SphereMesh.new()
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sphere_mesh.radius = radius
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sphere_mesh.height = radius * 2.0
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sphere.mesh = sphere_mesh
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var material = SpatialMaterial.new()
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material.flags_unshaded = true
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material.albedo_color = color
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sphere.material_override = material
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_drawn_nodes.push_back(sphere)
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add_child(sphere)
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sphere.global_transform.origin = pos
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func add_shape(shape, transform, color):
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var debug_mesh = shape.get_debug_mesh()
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var mesh_instance = MeshInstance.new()
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mesh_instance.transform = transform
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mesh_instance.mesh = debug_mesh
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var material = SpatialMaterial.new()
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material.flags_unshaded = true
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material.albedo_color = color
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mesh_instance.material_override = material
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add_child(mesh_instance)
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_drawn_nodes.push_back(mesh_instance)
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func clear_drawn_nodes():
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for node in _drawn_nodes:
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remove_child(node)
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node.queue_free()
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_drawn_nodes.clear()
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func create_rigidbody(shape, pickable = false, transform = Transform.IDENTITY):
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var collision = CollisionShape.new()
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collision.shape = shape
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collision.transform = transform
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var body = RigidBody.new()
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body.add_child(collision)
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if pickable:
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var script = load("res://utils/rigidbody_pick.gd")
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body.set_script(script)
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return body
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func create_rigidbody_box(size, pickable = false, transform = Transform.IDENTITY):
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var shape = BoxShape.new()
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shape.extents = 0.5 * size
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return create_rigidbody(shape, pickable, transform)
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func start_timer(timeout):
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if _timer == null:
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_timer = Timer.new()
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_timer.one_shot = true
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add_child(_timer)
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_timer.connect("timeout", self, "_on_timer_done")
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else:
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cancel_timer()
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_timer.start(timeout)
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_timer_started = true
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return _timer
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func cancel_timer():
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if _timer_started:
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_timer.paused = true
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_timer.emit_signal("timeout")
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_timer.paused = false
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func is_timer_canceled():
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return _timer.paused
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func wait_for_physics_ticks(tick_count):
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_wait_physics_ticks_counter = tick_count
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return self
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func _on_timer_done():
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_timer_started = false
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