- Added underscores to private properties.

- Added more code regions.
This commit is contained in:
Jamie Greunbaum 2024-05-15 19:30:33 -04:00
parent 366d882583
commit af88ced103

View File

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