extends Node3D var sky = preload("res://assets/materials/sky.material") var sky_passthrough = preload("res://assets/materials/sky_passthrough.material") @onready var environment: WorldEnvironment = $WorldEnvironment @onready var camera: XRCamera3D = $XROrigin3D/XRCamera3D @onready var controller_left = $XROrigin3D/XRControllerLeft @onready var controller_right = $XROrigin3D/XRControllerRight @onready var house = $House @onready var menu = $Menu @onready var keyboard = $Keyboard func _ready(): # In case we're running on the headset, use the passthrough sky if OS.get_name() == "Android": # OS.request_permissions() environment.environment.sky.set_material(sky_passthrough) else: RenderingServer.set_debug_generate_wireframes(true) controller_left.button_pressed.connect(func(name): _emit_action(name, true, false) ) controller_right.button_pressed.connect(func(name): _emit_action(name, true, true) ) controller_left.button_released.connect(func(name): _emit_action(name, false, false) ) controller_right.button_released.connect(func(name): _emit_action(name, false, true) ) remove_child(menu) remove_child(keyboard) EventSystem.on_action_down.connect(func(action): if action.name == "menu_button": toggle_menu() elif action.name == "by_button": House.body.mini_view = !House.body.mini_view ) EventSystem.on_focus_in.connect(func(event): if keyboard.is_inside_tree(): return add_child(keyboard) keyboard.global_transform = menu.get_node("AnimationContainer/KeyboardPlace").global_transform ) EventSystem.on_focus_out.connect(func(event): if !keyboard.is_inside_tree(): return remove_child(keyboard) ) func toggle_menu(): if menu.show_menu == false: add_child(menu) menu.global_transform = _get_menu_transform() menu.show_menu = !menu.show_menu await menu.get_node("AnimationPlayer").animation_finished if menu.show_menu == false: remove_child(menu) func _emit_action(name: String, value, right_controller: bool = true): var event = EventAction.new() event.name = name event.value = value event.right_controller = right_controller match typeof(value): TYPE_BOOL: EventSystem.emit("action_down" if value else "action_up", event) TYPE_FLOAT, TYPE_VECTOR2: EventSystem.emit("action_value", event) func _process(delta): if OS.get_name() != "Android": var camera_basis = camera.get_global_transform().basis camera_basis.x.y = 0 camera_basis.z.y = 0 camera_basis.y = Vector3(0, 1, 0) camera_basis.x = camera_basis.x.normalized() camera_basis.z = camera_basis.z.normalized() var movement = camera_basis * vector_key_mapping(KEY_D, KEY_A, KEY_S, KEY_W) * delta camera.position += movement controller_left.position += movement controller_right.position += movement func _input(event): if event is InputEventKey and Input.is_key_pressed(KEY_F10): var vp = get_viewport() vp.debug_draw = (vp.debug_draw + 1) % 5 if event is InputEventKey and Input.is_key_pressed(KEY_M): toggle_menu() func _get_menu_transform(): var transform = camera.get_global_transform() transform.origin -= transform.basis.z * 0.5 transform.basis = transform.basis.rotated(transform.basis.x, deg_to_rad(90)) return transform func vector_key_mapping(key_positive_x: int, key_negative_x: int, key_positive_y: int, key_negative_y: int): var x = 0 var y = 0 if Input.is_physical_key_pressed(key_positive_y): y = 1 elif Input.is_physical_key_pressed(key_negative_y): y = -1 if Input.is_physical_key_pressed(key_positive_x): x = 1 elif Input.is_physical_key_pressed(key_negative_x): x = -1 var vec = Vector3(x, 0 , y) if vec: vec = vec.normalized() return vec