Add gathering, unified inventory, and real-time world

This commit is contained in:
Alexander Sellite 2026-08-18 18:19:36 -04:00
parent 173371e6fc
commit fa57edca83
113 changed files with 6700 additions and 1307 deletions

View file

@ -62,10 +62,14 @@ func _run() -> void:
assert(StringName(player.get("_animation_action_id")).is_empty())
assert(animation_player.current_animation == &"idle")
Input.action_press(&"sneak")
var visuals := player.get_node("Visuals") as Node3D
assert(player.play_net_strike_visual())
player.resolve_net_strike_visual(true)
player.net_success_contact_pause_duration = 0.05
player.showcase_turn_duration = 0.05
player.showcase_camera_transition_duration = 0.05
player.net_showcase_camera_yaw_offset = 0.0
var crab_catch := FishCatch.new()
crab_catch.fish = CrabBrown
crab_catch.fish_id = CrabBrown.id
@ -89,9 +93,27 @@ func _run() -> void:
await contact_pause.finished
assert(StringName(player.get("_animation_action_id")).is_empty())
assert(bool(player.get("_showcase_animation_active")))
var stored_showcase_rotation: Vector3 = player.get(
"_showcase_visual_rotation"
)
await create_timer(0.1).timeout
assert(
absf(wrapf(
visuals.rotation.y - stored_showcase_rotation.y,
-PI,
PI,
)) > 3.0
)
var catch_display := player.get("_catch_display") as Node3D
assert(catch_display != null and catch_display.visible)
player.end_catch_showcase(Callable(), true)
player.end_catch_showcase(Callable(), true, true)
assert(
absf(wrapf(
visuals.rotation.y - stored_showcase_rotation.y,
-PI,
PI,
)) < 0.01
)
Input.action_release(&"sneak")
player.queue_free()