Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+29
-29
@@ -1,4 +1,4 @@
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extends Spatial
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extends Node3D
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const TIME_MAX = 3000 # msec
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const GYROSCOPE_MAX_DIFF = 0.5
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@@ -6,21 +6,21 @@ 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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export (PackedScene) var object_first = load("res://scenes/levels/parts/ObjectListFirst.tscn")
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export (PackedScene) var object_std = load("res://scenes/levels/parts/ObjectListStandard.tscn")
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export (PackedScene) var object_last = load("res://scenes/levels/parts/ObjectListLast.tscn")
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@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
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@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
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@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
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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 from = null
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onready var to = null
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onready var mlevel = load("res://db/MLevel.gd")
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onready var mscene = load("res://db/MScene.gd")
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onready var victory_condition = 0
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onready var victory_progress = 0
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onready var last_button = null
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onready var animation_player = null
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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 from = null
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@onready var to = null
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@onready var mlevel = load("res://db/MLevel.gd")
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@onready var mscene = load("res://db/MScene.gd")
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@onready var victory_condition = 0
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@onready var victory_progress = 0
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@onready var last_button = null
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@onready var animation_player = null
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func _ready():
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_load_translations()
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@@ -44,7 +44,7 @@ func _load_meshes():
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create_dissolve_mesh(scene_detail.key())
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func _load_back_button():
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var _back = $Quit/TextureButton.connect("pressed", Event, "_on_main_scene_pressed")
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var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
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func _load_prepare_victory_condition():
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var level = mlevel.new(Global.current_scene_int)
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@@ -88,11 +88,11 @@ func _get_node_animated():
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func _search_button_to_use(counter):
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if counter == 0:
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return object_first.instance()
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return object_first.instantiate()
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elif counter == meshes.size() - 1:
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return object_last.instance()
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return object_last.instantiate()
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else:
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return object_std.instance()
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return object_std.instantiate()
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func _configure_button_object(button, scene, label):
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button.get_node("Label").set_text(label)
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@@ -113,18 +113,18 @@ func _process(_delta):
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_check_victory_condition()
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func create_dissolve_mesh(key):
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_node_to_mesh(key).get_surface_material(0).set_shader_param("dissolve_amount", 0.0)
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_node_to_mesh(key).get_surface_override_material(0).set_shader_parameter("dissolve_amount", 0.0)
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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 bool(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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meshes[key].set_tick_reference(Time.get_ticks_msec())
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_node_object_list(key)
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GlobalAnimation.start_dissolve(_node_to_tween(key), _node_to_mesh(key).get_surface_material(0))
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GlobalAnimation.start_dissolve(_node_to_tween(key), _node_to_mesh(key).get_surface_override_material(0))
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if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
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if Time.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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else:
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_clean_mesh(key)
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@@ -141,22 +141,22 @@ func _check_change_angle_camera():
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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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$"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE
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if camera.h_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
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print("[warcraft#_ready] move camera angle to right")
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$"Main Camera".h_offset += OFFSET_STEP_CHANGE
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$"Main Camera3D".h_offset += OFFSET_STEP_CHANGE
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if camera.v_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
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print("[warcraft#_ready] move camera angle to down")
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$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
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$"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE
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if camera.v_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
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print("[warcraft#_ready] move camera angle to up")
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$"Main Camera".v_offset += OFFSET_STEP_CHANGE
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$"Main Camera3D".v_offset += OFFSET_STEP_CHANGE
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gyroscope_value_old = gyroscope
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@@ -215,7 +215,7 @@ func _node_to_tween(key):
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return get_node(meshes[key].tween())
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func _node_to_area(key):
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return get_node(meshes[key].mesh()+"/Area")
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return get_node(meshes[key].mesh()+"/Area3D")
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func _node_object_list(key):
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var animation_played = null
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@@ -245,7 +245,7 @@ func _input(event):
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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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var space_state = get_world_3d().direct_space_state
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if from != null and to != null:
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_check_collider(space_state)
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