Start work on camera lock
This commit is contained in:
parent
8630c79543
commit
f19cb0e796
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@ -20,6 +20,16 @@ var active : bool = true : set = set_active
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var cam_aimed : bool = false #if true, cam goes into "aim/shooter mode", above the play char shoulder
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@export var aim_cam_pos : Vector3 = Vector3(1.4, 0.9, 0.0)
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var aim_cam_pos_side : bool = true #false = left, true = right
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@export var aim_cam_transition_speed : float = 10.0
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var cam_offset : Vector3 = Vector3.ZERO #decalage actuel de la camera (interpole)
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@export_range(0.1, 1.0, 0.01) var aim_distance_multiplier : float = 0.6 #1.0 = meme distance que hors visee, 0.5 = moitie moins loin
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@export var min_cam_distance : float = 0.8 #distance minimale entre le pivot et la camera
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var cam_distance_mult : float = 1.0 #multiplicateur actuel (interpole)
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@export_group("Lock-on variables")
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@export var lock_on_speed : float = 8.0
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var lock_target : Node3D = null
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#keybinding variables
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var aim_cam_action : StringName
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@ -49,8 +59,14 @@ func set_active(state : bool) -> void:
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func _input(event: InputEvent) -> void:
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#change cam mode (default, aim)
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if event.is_action_pressed(aim_cam_action):
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cam_aimed = !cam_aimed
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#if event.is_action_pressed(aim_cam_action):
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#cam_aimed = !cam_aimed
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if event is InputEventMouseMotion:
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if has_lock_target(): return
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var viewport_transform: Transform2D = get_tree().root.get_final_transform()
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var mouse_motion = event.xformed_by(viewport_transform).relative
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rotate_from_vector(mouse_motion * mouse_sensibility)
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if event is InputEventMouseMotion:
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var viewport_transform: Transform2D = get_tree().root.get_final_transform()
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@ -59,9 +75,23 @@ func _input(event: InputEvent) -> void:
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func _process(delta: float) -> void:
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#position the cam according to its mode (default, aim (with left or right side))
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if !cam_aimed: cam.position = Vector3(0.0, 0.0, spring_arm.get_hit_length())
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else: cam.position = Vector3(aim_cam_pos.x, aim_cam_pos.y, spring_arm.get_hit_length())
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var target_offset : Vector3 = Vector3.ZERO
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var target_mult : float = 1.0
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if cam_aimed:
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var side : float = 1.0 if aim_cam_pos_side else -1.0 #true = droite, false = gauche
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target_offset = Vector3(aim_cam_pos.x * side, aim_cam_pos.y, aim_cam_pos.z)
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target_mult = aim_distance_multiplier
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var weight : float = clampf(aim_cam_transition_speed * delta, 0.0, 1.0)
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cam_offset = cam_offset.lerp(target_offset, weight)
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cam_distance_mult = lerpf(cam_distance_mult, target_mult, weight)
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var distance : float = maxf(spring_arm.get_hit_length() * cam_distance_mult + cam_offset.z, min_cam_distance)
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cam.position = Vector3(cam_offset.x, cam_offset.y, distance)
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if has_lock_target():
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lock_on_handling(delta)
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else:
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var camera_motion = Input.get_vector(cam_look_left_action, cam_look_right_action, cam_look_up_action, cam_look_down_action)
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rotate_from_vector(camera_motion * joystick_sensibility)
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@ -81,3 +111,21 @@ func zoom_handling(delta : float) -> void:
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spring_arm.spring_length += Input.get_axis(cam_zoom_in_action, cam_zoom_out_action) * zoom_speed * delta
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spring_arm.spring_length = clamp(spring_arm.spring_length, min_spring_length, max_spring_length)
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func switch_aim_side() -> void:
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aim_cam_pos_side = !aim_cam_pos_side
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func has_lock_target() -> bool:
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return is_instance_valid(lock_target)
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func lock_on_handling(delta : float) -> void:
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#tourne progressivement la camera vers la cible verrouillee
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var to_target : Vector3 = lock_target.global_position - global_position
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var flat_dist : float = Vector2(to_target.x, to_target.z).length()
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if flat_dist < 0.01: return
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var target_yaw : float = atan2(-to_target.x, -to_target.z)
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var target_pitch : float = clampf(atan2(to_target.y, flat_dist), deg_to_rad(min_limit_x), deg_to_rad(max_limit_x))
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var weight : float = clampf(lock_on_speed * delta, 0.0, 1.0)
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rotation.y = lerp_angle(rotation.y, target_yaw, weight)
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rotation.x = lerp_angle(rotation.x, target_pitch, weight)
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@ -36,6 +36,7 @@ func attribute_keybinds() -> void:
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play_char_ref.move_right_action = move_right_action
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play_char_ref.run_action = run_action
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play_char_ref.jump_action = jump_action
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play_char_ref.aim_cam_action = aim_cam_action
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cam_holder_ref.aim_cam_action = aim_cam_action
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cam_holder_ref.cam_zoom_in_action = cam_zoom_in_action
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@ -7,6 +7,7 @@
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[ext_resource type="Script" uid="uid://bf6hjwfa74ttj" path="res://game/player/StateMachine/IdleState.gd" id="4_38lxl"]
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[ext_resource type="Script" uid="uid://2agliol5dulc" path="res://game/player/StateMachine/WalkState.gd" id="4_lg056"]
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[ext_resource type="Script" uid="uid://dr5p8ygj25w6x" path="res://game/player/StateMachine/JumpState.gd" id="6_lwgph"]
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[ext_resource type="Script" uid="uid://dn5idrvu68k83" path="res://game/player/StateMachine/AimState.gd" id="7_kxr4l"]
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[sub_resource type="Curve" id="Curve_kxr4l"]
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_limits = [0.0, 10.0, 0.0, 1.0]
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@ -57,6 +58,7 @@ mesh = SubResource("CapsuleMesh_3agn1")
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unique_name_in_owner = true
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transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -0.009075999, 1.6803148, 0.01983509)
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fov_val = 30.0
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aim_cam_pos = Vector3(1.4, 0.9, 0)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1800756522]
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unique_name_in_owner = true
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@ -77,5 +79,8 @@ script = ExtResource("4_lg056")
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[node name="JumpState" type="Node" parent="StateMachine" unique_id=711160985]
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script = ExtResource("6_lwgph")
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[node name="AimState" type="Node" parent="StateMachine" unique_id=296560188]
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script = ExtResource("7_kxr4l")
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[node name="InputManagementComponent" type="Node" parent="." unique_id=1981951371]
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script = ExtResource("2_r5dqo")
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148
game/player/StateMachine/AimState.gd
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148
game/player/StateMachine/AimState.gd
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@ -0,0 +1,148 @@
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extends State
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class_name AimState
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var state_name : String = "Aim"
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var play_char : CharacterBody3D
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@export var aim_action : StringName = &"player_aim_camera"
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@export var next_target_action : StringName = &"player_aim_next_target"
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@export var prev_target_action : StringName = &"player_aim_prev_target"
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@export var unlock_action : StringName = &"player_aim_unlock"
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@export_group("Targeting")
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@export var throw_range : float = 20.0
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@export var max_aim_angle : float = 35.0 #angle max (deg) entre l'axe camera et la cible pour etre candidate
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@export var auto_lock_angle : float = 12.0 #si une cible passe sous cet angle, on se verrouille dessus
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@export var lose_range_margin : float = 1.25 #marge avant de perdre une cible deja verrouillee
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@export var check_line_of_sight : bool = true
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@export_flags_3d_physics var line_of_sight_mask : int = 1
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@export_group("Movement")
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@export var aim_move_speed : float = 3.0
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@export var aim_move_accel : float = 8.0
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func enter(play_char_ref : CharacterBody3D) -> void:
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play_char = play_char_ref
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verifications()
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func verifications() -> void:
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play_char.floor_snap_length = 1.0
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play_char.cam_holder.cam_aimed = true #adapte si ton CameraHolder gere ca autrement
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func exit() -> void:
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release_target()
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if play_char: play_char.cam_holder.cam_aimed = false
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func physics_update(delta : float) -> void:
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if applies(): return
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play_char.gravity_apply(delta)
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if input_management(): return
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update_target()
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move(delta)
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func applies() -> bool:
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if !play_char.is_on_floor() and play_char.velocity.y < 0.0:
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transitioned.emit(self, "InairState")
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return true
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return false
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func input_management() -> bool:
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if !Input.is_action_pressed(aim_action):
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transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState")
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return true
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if Input.is_action_just_pressed(unlock_action):
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release_target()
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elif Input.is_action_just_pressed(next_target_action):
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cycle_target(1)
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elif Input.is_action_just_pressed(prev_target_action):
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cycle_target(-1)
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return false
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func move(delta : float) -> void:
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play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y)
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if play_char.move_dir and play_char.is_on_floor():
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play_char.velocity.x = lerp(play_char.velocity.x, play_char.move_dir.x * aim_move_speed, aim_move_accel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * aim_move_speed, aim_move_accel * delta)
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else:
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play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)
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#---------- targeting ----------
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func update_target() -> void:
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var current : AimTarget = play_char.aim_target
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#verrouillage existant : on le garde tant qu'il est valide
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if is_instance_valid(current):
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if is_target_valid(current, lose_range_margin): return
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release_target()
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#visee libre : auto-lock sur la meilleure cible proche du centre de la camera
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var best : AimTarget = null
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var best_angle : float = auto_lock_angle
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for t in get_candidates():
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var angle : float = get_angle_to_camera(t) - t.priority
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if angle < best_angle:
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best_angle = angle
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best = t
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if best: set_target(best)
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func get_candidates() -> Array[AimTarget]:
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var result : Array[AimTarget] = []
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for node in get_tree().get_nodes_in_group("aim_targets"):
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var t := node as AimTarget
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if t and is_target_valid(t, 1.0): result.append(t)
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return result
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func is_target_valid(t : AimTarget, range_mult : float) -> bool:
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if !t.enabled: return false
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if play_char.global_position.distance_to(t.global_position) > throw_range * range_mult: return false
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if get_angle_to_camera(t) > max_aim_angle * range_mult: return false
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if check_line_of_sight and !has_line_of_sight(t): return false
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return true
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func get_angle_to_camera(t : AimTarget) -> float:
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var cam : Camera3D = play_char.cam_holder.cam
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var to_t : Vector3 = t.global_position - cam.global_position
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return rad_to_deg((-cam.global_basis.z).angle_to(to_t))
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func has_line_of_sight(t : AimTarget) -> bool:
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var query := PhysicsRayQueryParameters3D.create(
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play_char.cam_holder.cam.global_position, t.global_position, line_of_sight_mask, [play_char.get_rid()])
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var hit : Dictionary = play_char.get_world_3d().direct_space_state.intersect_ray(query)
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#pas d'obstacle, ou l'obstacle est le proprietaire de la cible lui-meme
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return hit.is_empty() or hit["collider"].is_ancestor_of(t)
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func cycle_target(direction : int) -> void:
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#trie les cibles de gauche a droite (par rapport a la camera) et passe a la suivante/precedente
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var cam : Camera3D = play_char.cam_holder.cam
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var forward : Vector3 = -cam.global_basis.z
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var list : Array[AimTarget] = get_candidates()
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if list.is_empty(): return
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list.sort_custom(func(a : AimTarget, b : AimTarget) -> bool:
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return signed_angle(forward, a, cam) < signed_angle(forward, b, cam))
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var idx : int = list.find(play_char.aim_target)
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idx = 0 if idx == -1 else posmod(idx + direction, list.size())
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set_target(list[idx])
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func signed_angle(forward : Vector3, t : AimTarget, cam : Camera3D) -> float:
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var to_t : Vector3 = t.global_position - cam.global_position
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return Vector2(forward.x, forward.z).angle_to(Vector2(to_t.x, to_t.z))
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func set_target(t : AimTarget) -> void:
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if play_char.aim_target == t: return
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release_target()
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play_char.aim_target = t
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play_char.cam_holder.lock_target = t
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t.set_locked(true)
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func release_target() -> void:
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if !play_char: return
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if is_instance_valid(play_char.aim_target): play_char.aim_target.set_locked(false)
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play_char.aim_target = null
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play_char.cam_holder.lock_target = null
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1
game/player/StateMachine/AimState.gd.uid
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1
game/player/StateMachine/AimState.gd.uid
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@ -0,0 +1 @@
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uid://dn5idrvu68k83
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@ -47,6 +47,10 @@ func input_management() -> void:
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if Input.is_action_pressed(play_char.jump_action) if play_char.auto_jump else Input.is_action_just_pressed(play_char.jump_action):
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transitioned.emit(self, "JumpState")
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#if Input.is_action_just_pressed("player_aim_camera"):
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if Input.is_action_just_pressed(play_char.aim_cam_action):
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transitioned.emit(self, "AimState")
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if Input.is_action_just_pressed(play_char.run_action):
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if play_char.walk_or_run == "WalkState": play_char.walk_or_run = "RunState"
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elif play_char.walk_or_run == "RunState": play_char.walk_or_run = "WalkState"
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@ -59,6 +59,7 @@ var move_left_action : StringName
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var move_right_action : StringName
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var run_action : StringName
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var jump_action : StringName
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var aim_cam_action : StringName
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@export_group("Model variables")
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@export var model_rot_speed : float = 6.5
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@ -81,6 +82,8 @@ var jump_action : StringName
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#@onready var jump_particles = preload("../../PlayerCharacter/VFX/jump_particles_scene.tscn")
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#@onready var land_particles = preload("../../PlayerCharacter/VFX/land_particles_scene.tscn")
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var aim_target : AimTarget = null
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func _ready():
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#set move variables, and value references
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move_speed = walk_speed
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@ -106,6 +109,13 @@ func modify_model_orientation(delta : float):
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var dir_target_angle : float
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#lock-on : le modele fait face a la cible
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if is_instance_valid(aim_target):
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var to_target : Vector3 = aim_target.global_position - global_position
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dir_target_angle = -Vector2(to_target.x, to_target.z).orthogonal().angle()
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visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
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return
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#follow mode (model must follow the camera rotation)
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#if the cam is in angled/aim mode
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if cam_holder.cam_aimed and follow_cam_pos_when_aimed:
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if Input.is_action_pressed(play_char.jump_action) if play_char.auto_jump else Input.is_action_just_pressed(play_char.jump_action) :
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transitioned.emit(self, "JumpState")
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if Input.is_action_just_pressed(play_char.aim_cam_action):
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transitioned.emit(self, "AimState")
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if Input.is_action_just_pressed(play_char.run_action):
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play_char.walk_or_run = "RunState"
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transitioned.emit(self, "RunState")
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21
game/player/actions/AimTarget.gd
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21
game/player/actions/AimTarget.gd
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extends Marker3D
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class_name AimTarget
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signal locked_changed(is_locked : bool)
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@export var enabled : bool = true
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@export var priority : float = 0.0 #plus c'est haut, plus la cible est favorisée
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@export var indicator : Node3D #optionnel : reticule/sprite affiché quand la cible est verrouillée
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var is_locked : bool = false
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func _ready() -> void:
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add_to_group("aim_targets")
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if indicator: indicator.visible = false
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func set_locked(value : bool) -> void:
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if is_locked == value: return
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is_locked = value
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if indicator: indicator.visible = value
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locked_changed.emit(value)
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1
game/player/actions/AimTarget.gd.uid
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1
game/player/actions/AimTarget.gd.uid
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@ -0,0 +1 @@
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uid://ce2wj6d8xb055
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@ -109,7 +109,7 @@ pause={
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player_aim_camera={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(251, 16),"global_position":Vector2(263, 76),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
|
||||
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":4,"pressure":0.0,"pressed":true,"script":null)
|
||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":4,"axis_value":1.0,"script":null)
|
||||
]
|
||||
}
|
||||
player_zoom_camera_in={
|
||||
|
|
@ -144,6 +144,21 @@ player_crouch={
|
|||
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":7,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
player_aim_next_target={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
player_aim_prev_target={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":true,"script":null)
|
||||
]
|
||||
}
|
||||
player_aim_unlock={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@
|
|||
[ext_resource type="Texture2D" uid="uid://cm5m7nr7dugjd" path="res://assets/textures/grids/Purple/texture_09.png" id="3_tefeu"]
|
||||
[ext_resource type="Texture2D" uid="uid://djg8y25y06h5n" path="res://assets/textures/grids/Green/texture_09.png" id="4_o6xl0"]
|
||||
[ext_resource type="Texture2D" uid="uid://hu5rfl6qr2nv" path="res://assets/textures/grids/Red/texture_09.png" id="5_o6xl0"]
|
||||
[ext_resource type="Script" uid="uid://ce2wj6d8xb055" path="res://game/player/actions/AimTarget.gd" id="6_85g3d"]
|
||||
[ext_resource type="PackedScene" uid="uid://dwxpt0s7vn36k" path="res://game/player/PlayerCharacter.tscn" id="6_o6xl0"]
|
||||
[ext_resource type="PackedScene" uid="uid://d1mcef8gl66j" path="res://scenes/pause_menu.tscn" id="6_tefeu"]
|
||||
[ext_resource type="PackedScene" uid="uid://di22cs2qposdm" path="res://game/ui/ui.tscn" id="8_tipki"]
|
||||
|
|
@ -79,23 +80,35 @@ use_collision = true
|
|||
size = Vector3(3, 3, 3)
|
||||
|
||||
[node name="target" type="CSGBox3D" parent="map" unique_id=1890903851]
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 2.1005468, -0.10642481)
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 2.4045455, -0.10642481)
|
||||
material_override = SubResource("StandardMaterial3D_tipki")
|
||||
use_collision = true
|
||||
size = Vector3(0.5, 0.5, 0.5)
|
||||
|
||||
[node name="AimTarget" type="Marker3D" parent="map/target" unique_id=807674215]
|
||||
transform = Transform3D(1, 0, 3.7252903e-09, 0, 1, 0, -3.7252903e-09, 0, 1, 0, 0.030708313, 0)
|
||||
script = ExtResource("6_85g3d")
|
||||
|
||||
[node name="target2" type="CSGBox3D" parent="map" unique_id=1489015232]
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 2.1005468, 2.931901)
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 0.20568156, 2.931901)
|
||||
material_override = SubResource("StandardMaterial3D_tipki")
|
||||
use_collision = true
|
||||
size = Vector3(0.5, 0.5, 0.5)
|
||||
|
||||
[node name="AimTarget" type="Marker3D" parent="map/target2" unique_id=1618946008]
|
||||
transform = Transform3D(1, 0, 3.7252903e-09, 0, 1, 0, -3.7252903e-09, 0, 1, 0, 0.030708313, 0)
|
||||
script = ExtResource("6_85g3d")
|
||||
|
||||
[node name="target3" type="CSGBox3D" parent="map" unique_id=1721457742]
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 2.1005468, 5.7028685)
|
||||
transform = Transform3D(0.99887395, 0, -0.04744184, 0, 1, 0, 0.04744184, 0, 0.99887395, 7.7646155, 1.7272058, 8.399635)
|
||||
material_override = SubResource("StandardMaterial3D_tipki")
|
||||
use_collision = true
|
||||
size = Vector3(0.5, 0.5, 0.5)
|
||||
|
||||
[node name="AimTarget" type="Marker3D" parent="map/target3" unique_id=1848628150]
|
||||
transform = Transform3D(1, 0, 3.7252903e-09, 0, 1, 0, -3.7252903e-09, 0, 1, 0, 0.030708313, 0)
|
||||
script = ExtResource("6_85g3d")
|
||||
|
||||
[node name="Ui" parent="." unique_id=1881560149 instance=ExtResource("8_tipki")]
|
||||
|
||||
[node name="PauseMenu" parent="." unique_id=871841579 instance=ExtResource("6_tefeu")]
|
||||
|
|
|
|||
Loading…
Reference in a new issue