fix performance
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c011901853
commit
01397190ee
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@ -9,7 +9,9 @@ func _ready():
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ray.set_collision_mask_value(5, true)
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ray.set_collision_mask_value(5, true)
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get_parent().add_child.call_deferred(ray)
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get_parent().add_child.call_deferred(ray)
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func _process(_delta):
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EventSystem.on_slow_tick.connect(_slow_tick)
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func _slow_tick(_delta):
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ray.target_position = get_parent().to_local(player_camera.global_position)
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ray.target_position = get_parent().to_local(player_camera.global_position)
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get_parent().visible = ray.is_colliding() == false
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get_parent().visible = ray.is_colliding() == false
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@ -6,6 +6,7 @@ const RoomType = preload("./room/room.gd")
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@onready var levels = $Levels
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var align_reference = $AlignReference
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@onready var align_reference = $AlignReference
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@onready var animate_timer = $AnimateTimer
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var fixing_reference: bool = false
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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var editing_room: RoomType = null
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@ -22,9 +23,11 @@ func _ready():
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)
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)
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func _physics_process(delta):
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func _physics_process(delta):
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levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
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levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
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if animate_timer.is_stopped() == false:
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levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
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levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
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levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
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levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
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func update_house():
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func update_house():
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for old_room in get_rooms(0):
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for old_room in get_rooms(0):
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@ -210,6 +213,7 @@ func update_mini_view():
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levels.position = Vector3(0, 0, 0)
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levels.position = Vector3(0, 0, 0)
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target_size = 0.1 if mini_view else 1.0
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target_size = 0.1 if mini_view else 1.0
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animate_timer.start()
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for room in get_rooms(0):
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for room in get_rooms(0):
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room.state_machine.change_to("Mini" if mini_view else "View")
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room.state_machine.change_to("Mini" if mini_view else "View")
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@ -25,3 +25,6 @@ lock_rotation = true
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[node name="AlignReference" parent="." instance=ExtResource("3_e1tcn")]
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[node name="AlignReference" parent="." instance=ExtResource("3_e1tcn")]
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visible = false
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visible = false
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disabled = true
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disabled = true
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[node name="AnimateTimer" type="Timer" parent="."]
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one_shot = true
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@ -1,8 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://bswgmclohuqui"]
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[gd_scene load_steps=9 format=3 uid="uid://bswgmclohuqui"]
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[ext_resource type="Script" path="res://content/system/house/room/room.gd" id="1_fccq0"]
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[ext_resource type="Script" path="res://content/system/house/room/room.gd" id="1_fccq0"]
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[ext_resource type="Script" path="res://content/functions/clickable.gd" id="1_ugebq"]
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[ext_resource type="Script" path="res://content/functions/clickable.gd" id="1_ugebq"]
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[ext_resource type="Material" uid="uid://bbx6fv7jq50tr" path="res://content/system/house/room/walls.tres" id="3_al1ev"]
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[ext_resource type="Script" path="res://lib/utils/state_machine/state_machine.gd" id="4_nbbo6"]
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[ext_resource type="Script" path="res://lib/utils/state_machine/state_machine.gd" id="4_nbbo6"]
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[ext_resource type="Script" path="res://content/system/house/room/states/mini.gd" id="6_g4qca"]
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[ext_resource type="Script" path="res://content/system/house/room/states/mini.gd" id="6_g4qca"]
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[ext_resource type="Script" path="res://content/system/house/room/states/view.gd" id="6_g066t"]
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[ext_resource type="Script" path="res://content/system/house/room/states/view.gd" id="6_g066t"]
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@ -27,10 +26,8 @@ shape = SubResource("WorldBoundaryShape3D_08sv0")
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script = ExtResource("1_ugebq")
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script = ExtResource("1_ugebq")
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[node name="WallMesh" type="MeshInstance3D" parent="."]
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[node name="WallMesh" type="MeshInstance3D" parent="."]
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material_override = ExtResource("3_al1ev")
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[node name="CeilingMesh" type="MeshInstance3D" parent="."]
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[node name="CeilingMesh" type="MeshInstance3D" parent="."]
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material_override = ExtResource("3_al1ev")
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[node name="WallCollisions" type="Node3D" parent="."]
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[node name="WallCollisions" type="Node3D" parent="."]
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@ -6,7 +6,7 @@ const walls_material = preload("../walls.tres")
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func _on_enter():
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func _on_enter():
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room.wall_mesh.visible = true
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room.wall_mesh.visible = true
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room.ceiling_mesh.visible = true
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room.ceiling_mesh.visible = false
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room.wall_mesh.material_override = walls_mini_material
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room.wall_mesh.material_override = walls_mini_material
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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@ -9,8 +9,8 @@ func _on_enter():
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if room_store == null || room_store.corners.size() < 3:
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if room_store == null || room_store.corners.size() < 3:
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return
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return
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room.wall_mesh.visible = true
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room.wall_mesh.visible = false
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room.ceiling_mesh.visible = true
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room.ceiling_mesh.visible = false
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room.wall_mesh.mesh = Room.generate_wall_mesh(room_store)
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room.wall_mesh.mesh = Room.generate_wall_mesh(room_store)
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@ -37,13 +37,8 @@ func _on_enter():
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static_body.collision_mask = 0
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static_body.collision_mask = 0
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static_body.add_child(collision)
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static_body.add_child(collision)
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room.wall_collisions.add_child(static_body)
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room.wall_collisions.add_child(static_body)
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room.wall_mesh.visible = true
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func _on_leave():
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func _on_leave():
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room.wall_mesh.visible = false
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room.ceiling_mesh.visible = false
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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@ -2,6 +2,7 @@ extends Node
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const FN_PREFIX = "_on_"
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const FN_PREFIX = "_on_"
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const SIGNAL_PREFIX = "on_"
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const SIGNAL_PREFIX = "on_"
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const SLOW_TICK = 0.1
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# Interaction Events
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# Interaction Events
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signal on_click(event: EventPointer)
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signal on_click(event: EventPointer)
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@ -30,6 +31,15 @@ signal on_touch_leave(event: EventTouch)
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signal on_notify(event: EventNotify)
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signal on_notify(event: EventNotify)
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signal on_slow_tick(delta: float)
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var _slow_tick: float = 0.0
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func _physics_process(delta):
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_slow_tick += delta
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if _slow_tick >= SLOW_TICK:
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on_slow_tick.emit(_slow_tick)
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_slow_tick -= SLOW_TICK
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var _active_node: Node = null
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var _active_node: Node = null
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func emit(type: String, event: Event):
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func emit(type: String, event: Event):
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@ -53,6 +53,10 @@ theme/custom_font="res://assets/fonts/ui_font_500.tres"
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3d_physics/layer_4="physics"
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3d_physics/layer_4="physics"
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3d_physics/layer_5="room"
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3d_physics/layer_5="room"
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[physics]
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common/physics_ticks_per_second=30
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[rendering]
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[rendering]
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renderer/rendering_method="mobile"
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renderer/rendering_method="mobile"
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