fix: improve crab spawning and net targeting

This commit is contained in:
Alexander Sellite 2026-08-17 19:06:45 -04:00
parent c59328b524
commit 34fcb957e9
8 changed files with 79 additions and 18 deletions

View file

@ -22,13 +22,36 @@ func _run() -> void:
var wall := _make_surface(
Vector3(2.0, 2.0, 0.1),
Vector3(0.0, 0.9, -1.5),
Vector3(0.0, 0.9, -1.1),
)
root.add_child(wall)
await physics_frame
controller.call("_update_marker_target")
var marker := controller.get("_marker") as MeshInstance3D
assert(marker != null)
var disc := marker.mesh as CylinderMesh
assert(disc != null)
assert(is_equal_approx(disc.top_radius, controller.marker_radius))
assert(is_equal_approx(disc.bottom_radius, controller.marker_radius))
var invalid_material := controller.get(
"_marker_invalid_material"
) as StandardMaterial3D
var valid_material := controller.get(
"_marker_valid_material"
) as StandardMaterial3D
assert(invalid_material != null)
assert(valid_material != null)
assert(invalid_material.albedo_color == Color.WHITE)
assert(is_equal_approx(invalid_material.albedo_color.a, 1.0))
assert(is_equal_approx(valid_material.albedo_color.a, 1.0))
assert(
invalid_material.shading_mode
== BaseMaterial3D.SHADING_MODE_UNSHADED
)
assert(
valid_material.shading_mode
== BaseMaterial3D.SHADING_MODE_UNSHADED
)
assert(bool(controller.get("_marker_has_surface")))
assert(marker.global_basis.y.dot(Vector3.BACK) > 0.99)
@ -44,6 +67,16 @@ func _run() -> void:
assert(bool(controller.get("_marker_has_surface")))
assert(marker.global_basis.y.dot(Vector3.UP) > 0.99)
assert(is_equal_approx(absf(marker.global_basis.determinant()), 1.0))
var horizontal_marker_offset := Vector2(
marker.global_position.x - player.global_position.x,
marker.global_position.z - player.global_position.z,
).length()
assert(
is_equal_approx(
horizontal_marker_offset,
controller.marker_distance,
)
)
floor.queue_free()
controller.queue_free()