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