- Added underscores to private properties.
- Added more code regions.
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@ -7,6 +7,7 @@ extends CharacterBody3D
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## Distance from camera to allow placing bug markers.
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@export_range(0.0, 100.0, 0.01, "or_greater", "suffix:m") var ray_length : float = 10.0
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#region InputEvent Exports
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@export_group("Inputs")
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@export_subgroup("Keyboard", "keyboard_")
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@export var keyboard_move_forward : InputEventKey
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@ -52,19 +53,24 @@ extends CharacterBody3D
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@export var joypad_place_marker : InputEventJoypadButton
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@export var joypad_exit_placement : InputEventJoypadButton
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#endregion
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#region Onready
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@onready var laser_beam : Node3D = $LaserBeamRoot as Node3D
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@onready var bug_marker : Node3D = $BugMarker as Node3D
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@onready var movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer
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@onready var exit_placement_timer : Timer = $ExitPlacementTimer as Timer
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@onready var camera : Camera3D = $CollisionShape3D/Camera3D
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#endregion
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var movement_speed : float = 5.0
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#region Private Properties
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var _movement_speed : float = 5.0
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var stored_camera : Camera3D
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var stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED
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var stored_pause_status : bool = false
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var raycast_collision : Dictionary
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var _stored_camera : Camera3D
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var _stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED
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var _stored_pause_status : bool = false
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var _raycast_collision : Dictionary
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#endregion
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static func instantiate(tree:SceneTree) -> void:
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@ -73,10 +79,10 @@ static func instantiate(tree:SceneTree) -> void:
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#region Initialisation
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func _enter_tree() -> void:
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stored_camera = get_viewport().get_camera_3d()
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stored_pause_status = get_tree().paused
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_stored_camera = get_viewport().get_camera_3d()
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_stored_pause_status = get_tree().paused
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get_tree().paused = true
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stored_mouse_mode = Input.mouse_mode
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_stored_mouse_mode = Input.mouse_mode
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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#region Movement Configuration
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@ -201,16 +207,16 @@ func _exit_tree() -> void:
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InputMap.erase_action(&"bugbot_exit_placement")
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#endregion
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Input.mouse_mode = stored_mouse_mode
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get_tree().paused = stored_pause_status
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Input.mouse_mode = _stored_mouse_mode
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get_tree().paused = _stored_pause_status
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func _ready() -> void:
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camera.current = true
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if stored_camera:
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global_transform = stored_camera.global_transform
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camera.fov = stored_camera.fov
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camera.near = stored_camera.near
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camera.far = stored_camera.far
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if _stored_camera:
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global_transform = _stored_camera.global_transform
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camera.fov = _stored_camera.fov
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camera.near = _stored_camera.near
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camera.far = _stored_camera.far
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#endregion
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func _process(_delta:float) -> void:
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@ -228,15 +234,15 @@ func _physics_process(_delta:float) -> void:
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func _calculate_movement_speed() -> void:
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if Input.is_action_pressed(&"bugbot_movement_speed_down") or Input.is_action_just_pressed(&"bugbot_movement_speed_down"):
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if movement_speed_change_timer.is_stopped():
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movement_speed /= 1.25
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_movement_speed /= 1.25
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movement_speed_change_timer.start()
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elif Input.is_action_pressed(&"bugbot_movement_speed_up") or Input.is_action_just_pressed(&"bugbot_movement_speed_up"):
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if movement_speed_change_timer.is_stopped():
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movement_speed *= 1.25
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_movement_speed *= 1.25
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movement_speed_change_timer.start()
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else:
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movement_speed_change_timer.stop()
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movement_speed = clampf(movement_speed, 0.25, 100.0)
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_movement_speed = clampf(_movement_speed, 0.25, 100.0)
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func _calculate_rotation(_delta:float) -> void:
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var rotation_velocity : Vector2 = Vector2(
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@ -251,11 +257,11 @@ func _calculate_rotation(_delta:float) -> void:
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func _calculate_movement() -> void:
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var movement_vector_lateral : Vector2 = Input.get_vector(&"bugbot_move_left", &"bugbot_move_right", &"bugbot_move_forward", &"bugbot_move_backward")
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var movement_azimuth : float = Input.get_axis(&"bugbot_move_down", &"bugbot_move_up")
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velocity = transform.basis * Vector3(movement_vector_lateral.x, movement_azimuth, movement_vector_lateral.y) * movement_speed
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velocity = transform.basis * Vector3(movement_vector_lateral.x, movement_azimuth, movement_vector_lateral.y) * _movement_speed
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func _calculate_button_presses() -> void:
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if Input.is_action_just_pressed(&"bugbot_place_marker") and raycast_collision:
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print("Marker placed at ", raycast_collision["position"])
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if Input.is_action_just_pressed(&"bugbot_place_marker") and _raycast_collision:
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print("Marker placed at ", _raycast_collision["position"])
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if Input.is_action_just_released(&"bugbot_exit_placement"):
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exit_placement_timer.stop()
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@ -270,9 +276,9 @@ func _raycast_to_world():
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query.collide_with_areas = false
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query.collide_with_bodies = true
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query.exclude = [get_rid()]
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raycast_collision = space.intersect_ray(query)
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if raycast_collision:
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var collision_point : Vector3 = raycast_collision["position"]
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_raycast_collision = space.intersect_ray(query)
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if _raycast_collision:
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var collision_point : Vector3 = _raycast_collision["position"]
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var distance_to_collision : float = laser_beam.global_position.distance_to(collision_point)
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laser_beam.scale.z = distance_to_collision
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laser_beam.look_at(collision_point)
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@ -281,8 +287,8 @@ func _raycast_to_world():
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laser_beam.visible = false
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func _place_dummy_marker():
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if raycast_collision:
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bug_marker.set_rotation_to_normal(raycast_collision["normal"])
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if _raycast_collision:
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bug_marker.set_rotation_to_normal(_raycast_collision["normal"])
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bug_marker.visible = true
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else:
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bug_marker.visible = false
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