seated_vehicle.gd 2.7 KB

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  1. class_name SeatedVehicle
  2. extends VehicleBody3D
  3. const CRASH_EFFECT: Resource = preload("res://effect/crash/crash.tscn")
  4. const MINIMAL_CRASH_SPEED: float = 1.0 # m2/s2
  5. var _current_commander: LocalInput = null
  6. var _has_collided: bool = false
  7. @onready var _seat: Node3D = find_child("*Seat")
  8. @onready var _doors: Array = find_children("*Door", "Node3D") # Array[Node3D]
  9. func _init() -> void:
  10. body_shape_entered.connect(_on_body_shape_entered)
  11. func _ready() -> void:
  12. assert(_doors.all(func(door): return door is Node3D))
  13. ## Make the vehicle responds to driver commands
  14. func drive_with(commander: LocalInput) -> void:
  15. commander.dir_changed.connect(_on_dir_changed)
  16. commander.main_action.connect(_on_main_action)
  17. commander.stop_action.connect(_on_stop_action)
  18. commander.analog_action.connect(_on_analog_action)
  19. _current_commander = commander
  20. func get_out() -> void:
  21. _current_commander.dir_changed.disconnect(_on_dir_changed)
  22. _current_commander.main_action.disconnect(_on_main_action)
  23. _current_commander.stop_action.disconnect(_on_stop_action)
  24. _current_commander.analog_action.disconnect(_on_analog_action)
  25. _current_commander = null
  26. func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
  27. if state.get_contact_count() <= 0:
  28. return
  29. if _has_collided and linear_velocity.length_squared() > MINIMAL_CRASH_SPEED:
  30. _crash_on(state.get_contact_collider_position(0))
  31. _has_collided = false
  32. func _on_body_shape_entered(_body_rid, body: Node, _body_shape_index, _local_shape_index) -> void:
  33. if body.is_in_group("walker"):
  34. return
  35. _has_collided = true
  36. func _crash_on(pos: Vector3) -> void:
  37. var crash_effect: CrashEffect = CRASH_EFFECT.instantiate()
  38. crash_effect.position = pos
  39. get_parent_node_3d().add_child(crash_effect)
  40. func get_free_seat() -> Node3D:
  41. return _seat
  42. ## Can be overridden to return a specific door
  43. func get_door() -> Node3D:
  44. return _doors[0] as Node3D
  45. func get_closest_door(from: Vector3) -> Node3D:
  46. var distance = func distance_lambda(door: Node3D) -> float:
  47. return (door.get_position() - from).length_squared()
  48. var closest = func closest_lambda(previous_closest: Node3D, maybe_closest: Node3D) -> Node3D:
  49. if distance.call(maybe_closest) < distance.call(previous_closest):
  50. return maybe_closest
  51. else:
  52. return previous_closest
  53. return _doors.reduce(closest)
  54. ## Need to be overridden to react to direction changed
  55. func _on_dir_changed(_dir: Vector2) -> void:
  56. pass
  57. ## Need to be overridden to react to main action
  58. func _on_main_action(_pressed: bool) -> void:
  59. pass
  60. ## Need to be overridden to react to main action
  61. func _on_stop_action(_pressed: bool) -> void:
  62. pass
  63. ## Need to be overridden to react to analog actions
  64. func _on_analog_action(_side: int, _value: float) -> void:
  65. pass