From cc321675f061f1fdda0b0e532d20f82e3f0fdaad Mon Sep 17 00:00:00 2001 From: Jamie Greunbaum Date: Wed, 15 May 2024 23:10:14 -0400 Subject: [PATCH] Added underscores to more private variables, and also made them double underscores to match what most Python-like languages use. --- Scenes/bugbot_player.gd | 104 ++++++++++++++++++++-------------------- 1 file changed, 52 insertions(+), 52 deletions(-) diff --git a/Scenes/bugbot_player.gd b/Scenes/bugbot_player.gd index a8f6269..c8acfe5 100644 --- a/Scenes/bugbot_player.gd +++ b/Scenes/bugbot_player.gd @@ -56,35 +56,31 @@ extends CharacterBody3D #endregion #region Onready -@onready var laser_beam : Node3D = $LaserBeamRoot as Node3D -@onready var bug_marker : Node3D = $BugMarker as Node3D -@onready var movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer -@onready var exit_placement_timer : Timer = $ExitPlacementTimer as Timer -@onready var camera : Camera3D = $CollisionShape3D/Camera3D +@onready var __laser_beam : Node3D = $LaserBeamRoot as Node3D +@onready var __bug_marker : Node3D = $BugMarker as Node3D +@onready var __movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer +@onready var __exit_placement_timer : Timer = $ExitPlacementTimer as Timer +@onready var __camera : Camera3D = $CollisionShape3D/Camera3D #endregion #region Private Properties -var _movement_speed : float = 5.0 +var __movement_speed : float = 5.0 -var _stored_camera : Camera3D -var _stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED -var _stored_pause_status : bool = false -var _raycast_collision : Dictionary +var __stored_camera : Camera3D +var __stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED +var __stored_pause_status : bool = false +var __raycast_collision : Dictionary #endregion - -static func instantiate(tree:SceneTree) -> void: - tree.root.add_child(load("res://addons/Bugbot/Scenes/bugbot_player.tscn").instantiate() as CharacterBody3D) - - #region Initialisation func _enter_tree() -> void: - _stored_camera = get_viewport().get_camera_3d() - _stored_pause_status = get_tree().paused + __stored_camera = get_viewport().get_camera_3d() + __stored_pause_status = get_tree().paused get_tree().paused = true - _stored_mouse_mode = Input.mouse_mode + __stored_mouse_mode = Input.mouse_mode Input.mouse_mode = Input.MOUSE_MODE_CAPTURED - + + #region Movement Configuration InputMap.add_action(&"bugbot_move_forward", 0.1) InputMap.action_add_event(&"bugbot_move_forward", keyboard_move_forward) @@ -207,16 +203,16 @@ func _exit_tree() -> void: InputMap.erase_action(&"bugbot_exit_placement") #endregion - Input.mouse_mode = _stored_mouse_mode - get_tree().paused = _stored_pause_status + Input.mouse_mode = __stored_mouse_mode + get_tree().paused = __stored_pause_status func _ready() -> void: - camera.current = true - if _stored_camera: - global_transform = _stored_camera.global_transform - camera.fov = _stored_camera.fov - camera.near = _stored_camera.near - camera.far = _stored_camera.far + __camera.current = true + if __stored_camera: + global_transform = __stored_camera.global_transform + __camera.fov = __stored_camera.fov + __camera.near = __stored_camera.near + __camera.far = __stored_camera.far #endregion func _process(_delta:float) -> void: @@ -231,18 +227,22 @@ func _physics_process(_delta:float) -> void: move_and_slide() +static func instantiate(tree:SceneTree) -> void: + tree.root.add_child(load("res://addons/Bugbot/Scenes/bugbot_player.tscn").instantiate() as CharacterBody3D) + + 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 movement_speed_change_timer.is_stopped(): - _movement_speed /= 1.25 - movement_speed_change_timer.start() + if __movement_speed_change_timer.is_stopped(): + __movement_speed /= 1.25 + __movement_speed_change_timer.start() 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(): - _movement_speed *= 1.25 - movement_speed_change_timer.start() + if __movement_speed_change_timer.is_stopped(): + __movement_speed *= 1.25 + __movement_speed_change_timer.start() else: - movement_speed_change_timer.stop() - _movement_speed = clampf(_movement_speed, 0.25, 100.0) + __movement_speed_change_timer.stop() + __movement_speed = clampf(__movement_speed, 0.25, 100.0) func _calculate_rotation(_delta:float) -> void: var rotation_velocity : Vector2 = Vector2( @@ -257,16 +257,16 @@ func _calculate_rotation(_delta:float) -> 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_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: - if Input.is_action_just_pressed(&"bugbot_place_marker") and _raycast_collision: - print("Marker placed at ", _raycast_collision["position"]) + if Input.is_action_just_pressed(&"bugbot_place_marker") and __raycast_collision: + print("Marker placed at ", __raycast_collision["position"]) if Input.is_action_just_released(&"bugbot_exit_placement"): - exit_placement_timer.stop() + __exit_placement_timer.stop() elif Input.is_action_just_pressed(&"bugbot_exit_placement"): - exit_placement_timer.start() + __exit_placement_timer.start() func _on_exit_placement_timer_timeout() -> void: queue_free() @@ -276,19 +276,19 @@ func _raycast_to_world(): query.collide_with_areas = false query.collide_with_bodies = true query.exclude = [get_rid()] - _raycast_collision = space.intersect_ray(query) - if _raycast_collision: - var collision_point : Vector3 = _raycast_collision["position"] - var distance_to_collision : float = laser_beam.global_position.distance_to(collision_point) - laser_beam.scale.z = distance_to_collision - laser_beam.look_at(collision_point) - laser_beam.visible = true + __raycast_collision = space.intersect_ray(query) + if __raycast_collision: + var collision_point : Vector3 = __raycast_collision["position"] + var distance_to_collision : float = __laser_beam.global_position.distance_to(collision_point) + __laser_beam.scale.z = distance_to_collision + __laser_beam.look_at(collision_point) + __laser_beam.visible = true else: - laser_beam.visible = false + __laser_beam.visible = false func _place_dummy_marker(): - if _raycast_collision: - bug_marker.set_rotation_to_normal(_raycast_collision["normal"]) - bug_marker.visible = true + if __raycast_collision: + __bug_marker.set_rotation_to_normal(__raycast_collision["normal"]) + __bug_marker.visible = true else: - bug_marker.visible = false + __bug_marker.visible = false