165 lines
5.1 KiB
GDScript
165 lines
5.1 KiB
GDScript
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extends Spatial
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const TIME_MAX = 3000 # msec
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const GYROSCOPE_MAX_DIFF = 0.5
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const OFFSET_CAMERA_MAX = 0.12
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const OFFSET_STEP_CHANGE = 0.01
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const RAY_LENGTH = 1000
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onready var gyroscope_value_old = Vector3(0, 0, 0)
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onready var table = Global.database.get_table_by_name("scenes")
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onready var meshes = {}
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onready var meshes2 = null
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onready var from = null
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onready var to = null
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var mscene = load("res://db/MScene.gd")
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func _ready():
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_load_translations()
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_load_meshes()
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func _process(_delta):
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_check_quit_scene()
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_check_dissolve_mesh()
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_check_change_angle_camera()
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func _check_quit_scene():
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# Event key "escape" and "godot event" ui_end
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if Input.is_action_just_pressed("ui_end"):
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_confirm_before_quit()
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func _check_dissolve_mesh():
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# Event dissolve in object searched by gamer
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for key in meshes:
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if meshes[key].lock() == true and meshes[key].mesh() != null:
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if meshes[key].tick_reference() == 0:
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meshes[key].set_tick_reference(OS.get_ticks_msec())
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if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
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meshes[key].set_value(meshes[key].value() + 0.01)
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_node_to_mesh(key).get_surface_material(0).set("shader_param/dissolve_amount", meshes[key].value())
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else:
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_node_to_mesh(key).call_deferred("free")
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meshes[key].set_mesh(null)
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func _node_to_mesh(key):
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return get_node(meshes[key].mesh())
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func _node_to_area(key):
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return get_node(meshes[key].mesh()+"/Area")
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func _check_change_angle_camera():
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var camera = $"Main Camera"
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var gyroscope = Input.get_gyroscope()
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if camera.h_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
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print("[warcraft#_ready] move camera angle to left")
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$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
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if camera.h_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
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print("[warcraft#_ready] move camera angle to right")
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$"Main Camera".h_offset += OFFSET_STEP_CHANGE
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if camera.v_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
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print("[warcraft#_ready] move camera angle to down")
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$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
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if camera.v_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
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print("[warcraft#_ready] move camera angle to up")
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$"Main Camera".v_offset += OFFSET_STEP_CHANGE
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gyroscope_value_old = gyroscope
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func _action_pressed(action):
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return Input.is_action_pressed(action)
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func _action_gyroscope(action, gyroscope):
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if Global.gyroscope_enabled():
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var expression = Expression.new()
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expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
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if expression.execute([gyroscope], self):
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return true
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else:
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return false
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else:
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return false
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func _gyroscope_changed_left(gyroscope):
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y < gyroscope_value_old.y
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func _gyroscope_changed_right(gyroscope):
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y > gyroscope_value_old.y
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func _gyroscope_changed_down(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z > gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x > gyroscope_value_old.x
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func _gyroscope_changed_up(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z < gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x < gyroscope_value_old.x
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func _notification(what):
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# Notification for android back action
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if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
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_confirm_before_quit()
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func _confirm_before_quit():
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$Dialog/ConfirmEscape.popup()
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# Back to main scene
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func _quit_to_menu():
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Global.goto_scene("res://scenes/main.tscn")
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func _start_dissolve(key):
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if meshes[key].lock() == false:
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meshes[key].set_lock(true)
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func _on_ConfirmEscape_confirmed():
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_quit_to_menu()
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## PRIVATE
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func _load_translations():
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$Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE"))
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$Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION"))
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func _load_meshes():
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var scene_detail = null
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for row_index in range(0, table.m_rows_count):
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scene_detail = mscene.new(row_index)
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if scene_detail.key() != null:
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meshes[scene_detail.key()] = scene_detail
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for key in meshes:
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meshes[key].search_keys()
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func _input(event):
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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var camera = $"Main Camera"
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from = camera.project_ray_origin(event.position)
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to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
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func _physics_process(_delta):
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var space_state = get_world().direct_space_state
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if from != null and to != null:
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var result = space_state.intersect_ray(from, to, [], 1, false, true)
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from = null
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to = null
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var node = result["collider"].get_parent()
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if node != null:
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_start_dissolve(node.name)
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