This commit is contained in:
2024-01-26 00:00:07 +01:00
parent 0d2e01073c
commit bb763ea4e2
140 changed files with 30775 additions and 296 deletions

View File

@@ -2,6 +2,10 @@ extends CanvasLayer
class_name GravityGunLayer
@onready var gravity_particles: GPUParticles3D = $SubViewportContainer/SubViewport/Node3D/Camera3D/MeshInstance3D/GravityParticles
@onready var sound_effect: SoundEffect = $SoundEffect
@onready var freeze_label: Label = $HUD/Freeze
@onready var distance_label: Label = $HUD/Distance
@export var player: Player
var collider: RigidBody3D
@@ -13,25 +17,35 @@ func _on_visibility_changed() -> void:
func _ready() -> void:
# Führt sie auch am Anfang aus wenn sich die visibility noch nicht geändert hat
_on_visibility_changed()
await player.ready
distance_label.text = "Distanz: " + str(player.spring_arm.spring_length)
func _physics_process(_delta):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED && player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"):
gravity_particles.visible = true
$HUD.visible = true
if !sound_effect.playing:
sound_effect.play_key("gravity")
if collider:
collider.global_position = player.goal.global_position
if Input.is_action_just_pressed("gravity_freeze"):
collider.freeze = true
freeze_label.text = "Freeze: Aktiv"
elif player.raycast.get_collider() is RigidBody3D:
collider = player.raycast.get_collider()
collider.freeze = false
freeze_label.text = "Freeze: Inaktiv"
lock_vertical_rotation(collider,true)
if Input.is_action_pressed("gravity_push") || Input.is_action_just_pressed("gravity_push"):
player.spring_arm.spring_length += .5
distance_label.text = "Distanz: " + str(player.spring_arm.spring_length)
if Input.is_action_pressed("gravity_pull") || Input.is_action_just_pressed("gravity_pull"):
player.spring_arm.spring_length -= .5
distance_label.text = "Distanz: " + str(player.spring_arm.spring_length)
player.spring_arm.spring_length = clamp(player.spring_arm.spring_length,2,spring_length_cap)
else:
gravity_particles.visible = false
$HUD.visible = false
sound_effect.stop()
if collider:
lock_vertical_rotation(collider,false)
collider = null