refactor Interactable and Unit
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@ -1,8 +1,10 @@
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extends CharacterBody3D
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class_name Interactable
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## A base interactable object that can be hovered over and clicked on
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## A base interactable object that can be hovered over and clicked on.
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const MIN_DRAG_DISTANCE: float = 15
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## When releasing the mouse button, how many pixels away from the click.
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## position the cursor has to be for it to be considered a click and not drag.
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const MAX_CLICK_RELEASE_DISTANCE: float = 15
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var _hovered: bool = false
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var _mouse_over: bool = false
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@ -19,10 +21,10 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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_hovered = HoveringManager.hovered_node == self and _mouse_over
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if not _can_interact:
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_hovered = false
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return
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_hovered = HoveringManager.hovered_node == self and _mouse_over
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hover_indicator.visible = _hovered
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@ -39,7 +41,7 @@ func _input(event: InputEvent) -> void:
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else:
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if (
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(button_event.position - _click_start_position).length()
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< MIN_DRAG_DISTANCE
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< MAX_CLICK_RELEASE_DISTANCE
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):
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_click()
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@ -53,4 +55,4 @@ func _on_mouse_entered() -> void:
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func _on_mouse_exited() -> void:
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_mouse_over = false
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_mouse_over = false
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@ -15,7 +15,8 @@ enum State {
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const ANIMATION_SPEED: float = 0.25
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var _unit: Unit
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var unit: Unit
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var _state: State = State.NONE
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var _anim_time: float = 0
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@ -30,7 +31,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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super._process(delta)
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if _unit == null or not visible:
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if unit == null or not visible:
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return
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_anim_time += delta
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@ -40,16 +41,9 @@ func _process(delta: float) -> void:
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func open(who: Unit) -> void:
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if _unit != null:
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close()
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visible = true
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_unit = who
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set_target(_unit.ui_origin)
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func close() -> void:
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_unit.toggle_info(false)
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super.close()
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unit = who
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set_target(unit.ui_origin)
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func _handle_pictogram() -> void:
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@ -59,29 +53,30 @@ func _handle_pictogram() -> void:
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wrapf(_anim_time / ANIMATION_SPEED, 0, 4)
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) * atlas.region.size.x
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func _get_state() -> void:
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if _unit is Aphid:
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match (_unit as Aphid).state:
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if unit is Aphid:
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match (unit as Aphid).state:
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Aphid.State.WANDERING:
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_state = State.APHID_IDLE
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if _unit is AntNitwit:
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match (_unit as AntNitwit).state:
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if unit is AntNitwit:
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match (unit as AntNitwit).state:
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AntNitwit.State.WANDERING:
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_state = State.ANT_IDLE
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AntNitwit.State.MOVING:
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_state = State.ANT_MOVING
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AntNitwit.State.GATHERING:
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_get_gathering_state((_unit as AntNitwit).gathering.state)
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_get_gathering_state((unit as AntNitwit).gathering.state)
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if _unit is AntGatherer:
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match (_unit as AntGatherer).state:
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if unit is AntGatherer:
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match (unit as AntGatherer).state:
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AntGatherer.State.WANDERING:
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_state = State.ANT_IDLE
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AntGatherer.State.MOVING:
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_state = State.ANT_MOVING
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AntGatherer.State.GATHERING:
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_get_gathering_state((_unit as AntGatherer).gathering.state)
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_get_gathering_state((unit as AntGatherer).gathering.state)
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func _get_gathering_state(gather_state: Gathering.State) -> void:
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@ -1,22 +1,25 @@
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extends Interactable
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class_name Unit
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const MOVE_SPEED: float = 3
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const TURN_SPEED: float = 10
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const LOCOMOTION_CHANGE_SPEED: float = 8
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var _move_speed: float = 3
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var _max_wander_distance: float = 5
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var _min_wander_interval: float = 0.25
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var _max_wander_interval: float = 5
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var _is_on_screen: bool = false
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var _wandering_timer: float = 0
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var _wandering_center: Vector3 = Vector3.ZERO
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var _wandering_timer: float = 0
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var _spawn_pos: Vector3
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var _locomotion_value: float = 0
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var _showing_info: bool = false
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var _advance_anim_delta_accum: float = 0
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var _showing_info: bool = false
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@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
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@onready var ui_origin: Node3D = $UiOrigin
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@onready var animation_tree: AnimationTree = $AnimationTree
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@ -41,11 +44,13 @@ func _ready() -> void:
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anim_advance_indicator.visible = false
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if _spawn_pos != null and _spawn_pos != Vector3.ZERO:
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global_position = _spawn_pos
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_wandering_center = global_position
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nav_agent.max_speed = MOVE_SPEED
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nav_agent.max_speed = _move_speed
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nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed)
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set_max_slides(2)
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visibility_notifier.screen_entered.connect(
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_on_visibility_notifier_screen_entered,
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)
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@ -56,23 +61,19 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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super._process(delta)
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_animate(delta)
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_handle_animation(delta)
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_showing_info = UiManager.unit_info.unit == self
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func _physics_process(_delta: float) -> void:
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_navigate()
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func toggle_info(on: bool) -> void:
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_showing_info = on
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_handle_navigation()
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func _click() -> void:
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UiManager.unit_info.open(self)
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toggle_info(true)
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func _navigate() -> void:
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func _handle_navigation() -> void:
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if nav_agent.is_navigation_finished():
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velocity = Vector3.ZERO
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return
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@ -80,12 +81,12 @@ func _navigate() -> void:
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var next_pos := nav_agent.get_next_path_position()
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var direction := global_position.direction_to(next_pos)
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var new_velocity := direction * MOVE_SPEED
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var new_velocity := direction * _move_speed
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nav_agent.set_velocity(new_velocity)
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func _animate(delta: float) -> void:
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if not _is_on_screen:
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func _handle_animation(delta: float) -> void:
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if not visibility_notifier.is_on_screen():
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return
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if velocity.length() > 0.01:
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@ -100,8 +101,8 @@ func _animate(delta: float) -> void:
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_locomotion_value = move_toward(
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_locomotion_value,
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velocity.length() / MOVE_SPEED,
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delta * 8
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velocity.length() / _move_speed,
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delta * LOCOMOTION_CHANGE_SPEED
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)
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animation_tree.set("parameters/locomotion/blend_position", _locomotion_value)
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@ -113,10 +114,12 @@ func _animate(delta: float) -> void:
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)
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var frame := Engine.get_frames_drawn()
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var advance := (frame + get_instance_id()) % advance_anim_step == 0
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anim_advance_indicator.visible = advance and DebugManager.enabled
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if advance:
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animation_tree.advance(_advance_anim_delta_accum)
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_advance_anim_delta_accum = 0
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anim_advance_indicator.visible = advance and DebugManager.enabled
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func _wander(delta: float) -> void:
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@ -138,10 +141,8 @@ func _on_nav_agent_velocity_computed(safe_velocity: Vector3) -> void:
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func _on_visibility_notifier_screen_entered() -> void:
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_is_on_screen = true
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SelectionManager.add_unit_to_visible(self)
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func _on_visibility_notifier_screen_exited() -> void:
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_is_on_screen = false
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SelectionManager.remove_unit_from_visible(self)
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