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- 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 _current_driver: Walker
- var _has_collided: bool = false
- @onready var _seat: Node3D = find_child("*Seat")
- @onready var _doors: Array = find_children("*Door", "Node3D") # Array[Node3D]
- func _init() -> void:
- body_shape_entered.connect(_on_body_shape_entered)
- func _ready() -> void:
- assert(_doors.all(func(door): return door is Node3D))
- ## Signal a new driver
- func become_driven_by(driver: Walker) -> void:
- _current_driver = driver
- ## 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
- _current_driver = 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_in_group("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)
- func get_free_seat() -> Node3D:
- return _seat
- ## Can be overridden to return a specific door
- func get_door() -> Node3D:
- return _doors[0] as Node3D
- func get_closest_door(from: Vector3) -> Node3D:
- var distance = func distance_lambda(door: Node3D) -> float:
- return (door.get_position() - from).length_squared()
- var closest = func closest_lambda(previous_closest: Node3D, maybe_closest: Node3D) -> Node3D:
- if distance.call(maybe_closest) < distance.call(previous_closest):
- return maybe_closest
- else:
- return previous_closest
- return _doors.reduce(closest)
- ## Return current walker who is driving the vehicle, null if none
- func get_current_driver() -> Walker:
- return _current_driver
- ## 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 stop 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
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