class_name SeatedVehicle extends VehicleBody3D const CRASH_EFFECT: Resource = preload("res://effect/crash/crash.tscn") const MINIMAL_CRASH_SPEED: float = 1.0 # m2/s2 var _current_commander: LocalInput = null var _has_collided: bool = false func _init() -> void: body_shape_entered.connect(_on_body_shape_entered) ## Make the vehicle responds to driver commands func drive_with(commander: LocalInput) -> void: commander.dir_changed.connect(_on_dir_changed) commander.main_action.connect(_on_main_action) commander.stop_action.connect(_on_stop_action) commander.analog_action.connect(_on_analog_action) _current_commander = commander func get_out() -> void: _current_commander.dir_changed.disconnect(_on_dir_changed) _current_commander.main_action.disconnect(_on_main_action) _current_commander.stop_action.disconnect(_on_stop_action) _current_commander.analog_action.disconnect(_on_analog_action) _current_commander = null func _integrate_forces(state: PhysicsDirectBodyState3D) -> void: if state.get_contact_count() <= 0: return if _has_collided and linear_velocity.length_squared() > MINIMAL_CRASH_SPEED: _crash_on(state.get_contact_collider_position(0)) _has_collided = false func _on_body_shape_entered(_body_rid, body: Node, _body_shape_index, _local_shape_index) -> void: if body is Walker: return _has_collided = true func _crash_on(pos: Vector3) -> void: var crash_effect: CrashEffect = CRASH_EFFECT.instantiate() crash_effect.position = pos get_parent_node_3d().add_child(crash_effect) ## Need to be overridden to return an available seat func get_free_seat() -> Node3D: return null ## Need to be overridden to react to direction changed func _on_dir_changed(_dir: Vector2) -> void: pass ## Need to be overridden to react to main action func _on_main_action(_pressed: bool) -> void: pass ## Need to be overridden to react to main action func _on_stop_action(_pressed: bool) -> void: pass ## Need to be overridden to react to analog actions func _on_analog_action(_side: int, _value: float) -> void: pass