arm movement
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f3e161d48c
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f16e42a8d0
4 changed files with 49 additions and 19 deletions
BIN
pickaxe_arm.blend
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BIN
pickaxe_arm.blend
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@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=3 uid="uid://n05pnykd3tff"]
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[gd_scene load_steps=9 format=3 uid="uid://n05pnykd3tff"]
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[ext_resource type="PackedScene" uid="uid://dgm3241ceqpim" path="res://scenes/body.tscn" id="1_eeca8"]
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[ext_resource type="PackedScene" uid="uid://dgm3241ceqpim" path="res://scenes/body.tscn" id="1_eeca8"]
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@ -21,6 +21,12 @@ size = Vector3(50, 1, 50)
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[sub_resource type="BoxShape3D" id="BoxShape3D_0lkv2"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_0lkv2"]
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size = Vector3(50, 1, 50)
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size = Vector3(50, 1, 50)
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[sub_resource type="BoxMesh" id="BoxMesh_6hnpm"]
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size = Vector3(25, 1, 100)
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[sub_resource type="BoxShape3D" id="BoxShape3D_qcnmp"]
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size = Vector3(25, 1, 100)
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[node name="Main" type="Node3D"]
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[node name="Main" type="Node3D"]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@ -58,4 +64,15 @@ skeleton = NodePath("../..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="World/StaticBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="World/StaticBody3D"]
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shape = SubResource("BoxShape3D_0lkv2")
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shape = SubResource("BoxShape3D_0lkv2")
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[node name="StaticBody3D2" type="StaticBody3D" parent="World"]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 50, -18)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="World/StaticBody3D2"]
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mesh = SubResource("BoxMesh_6hnpm")
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skeleton = NodePath("../..")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="World/StaticBody3D2"]
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shape = SubResource("BoxShape3D_qcnmp")
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[node name="Body" parent="World" instance=ExtResource("1_eeca8")]
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[node name="Body" parent="World" instance=ExtResource("1_eeca8")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 7, 0)
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@ -1,7 +1,9 @@
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class_name Arm extends Node3D
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class_name Arm extends Node3D
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@export var action: StringName
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@onready var camera: Camera3D = $"../../Camera3D"
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@onready var target: Marker3D = $Target
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@export var action: StringName
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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@ -13,10 +15,17 @@ func _process(delta: float) -> void:
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pass
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pass
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func _arm_enabled(arm):
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func update_target_pos() -> void:
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print_debug("enabled!")
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var mouse_pos: Vector2 = camera.get_window().get_mouse_position()
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pass
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var origin: Vector3 = camera.project_ray_origin(mouse_pos)
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func _arm_disabled(arm):
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var dir: Vector3 = origin + (camera.project_ray_normal(mouse_pos) * 100)
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print_debug("disabled!")
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pass
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var world_space: PhysicsDirectSpaceState3D = camera.get_window().world_3d.direct_space_state
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var ray_query = PhysicsRayQueryParameters3D.create(origin, dir)
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var collision: Dictionary = world_space.intersect_ray(ray_query)
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if collision == null: return
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var arm_target_pos: Vector3 = collision["position"]
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target.global_position = arm_target_pos
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@ -1,21 +1,25 @@
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class_name Body extends Node3D
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class_name Body extends Node3D
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@export var arms: Array[Arm]
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@export var arms: Array[Arm]
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@export var pull_strength: float = 5.0
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signal arm_enabled(arm)
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var active_arm: Arm
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signal arm_disabled(arm)
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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for arm in arms:
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pass
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arm_enabled.connect(arm._arm_enabled)
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arm_disabled.connect(arm._arm_disabled)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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for arm in arms:
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for arm in arms:
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if Input.is_action_just_pressed(arm.action):
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if Input.is_action_pressed(arm.action):
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arm_enabled.emit(arm)
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active_arm = arm
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return
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if Input.is_action_just_released(arm.action):
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if Input.is_action_just_released(arm.action):
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arm_disabled.emit(arm)
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active_arm = null
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return
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func _physics_process(delta: float) -> void:
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if active_arm == null: return
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active_arm.update_target_pos()
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