Refine casting, rod feedback, and withdrawal

This commit is contained in:
Alexander Sellite 2026-07-25 12:06:19 -04:00
parent bba93eb3e5
commit e3d86b1cb8
7 changed files with 700 additions and 12 deletions

View file

@ -0,0 +1,374 @@
class_name FishingPresentation
extends Node3D
signal cast_completed
enum VisualMode {
NONE,
AIMING,
CASTING,
FISHING,
OUTCOME,
}
@export_category("Water")
@export var water_surface_offset_y: float = -0.72
@export_range(0.1, 10.0, 0.1) var pickup_distance_from_player: float = 5.5
@export_category("Cast")
@export_range(0.1, 30.0, 0.1) var target_movement_smoothing: float = 14.0
@export_range(0.1, 3.0, 0.05) var cast_travel_duration: float = 0.65
@export_range(0.1, 5.0, 0.1) var cast_arc_height: float = 2.0
@export_range(0.0, 90.0, 1.0) var maximum_rod_cock_degrees: float = 50.0
@export_range(0.0, 60.0, 1.0) var rod_forward_swing_degrees: float = 22.0
@export_range(0.05, 1.0, 0.01) var rod_forward_swing_duration: float = 0.12
@export_range(0.05, 1.0, 0.01) var rod_recovery_duration: float = 0.22
@onready var _target_marker: MeshInstance3D = %CastTargetMarker
@onready var _bobber: MeshInstance3D = %Bobber
@onready var _line: MeshInstance3D = %FishingLine
var _mode: VisualMode = VisualMode.NONE
var _line_mesh: ImmediateMesh = ImmediateMesh.new()
var _rod: Node3D
var _rod_tip: Marker3D
var _rod_neutral_rotation: Vector3
var _target_goal: Vector3
var _cast_position: Vector3
var _pickup_position: Vector3
var _active_tween: Tween
var _rod_tween: Tween
func _ready() -> void:
_line.mesh = _line_mesh
cleanup()
func _process(delta: float) -> void:
if _mode == VisualMode.AIMING:
var weight: float = 1.0 - exp(-target_movement_smoothing * delta)
_target_marker.global_position = _target_marker.global_position.lerp(
_target_goal,
weight
)
if _line.visible:
_update_line()
func get_water_surface_height() -> float:
return global_position.y + water_surface_offset_y
func begin_aim(
rod_tip: Marker3D,
rod: Node3D,
minimum_target: Vector3,
) -> void:
cleanup()
if rod_tip == null or rod == null:
return
_mode = VisualMode.AIMING
_rod = rod
_rod_tip = rod_tip
_rod_neutral_rotation = _rod.rotation
_target_goal = minimum_target
_target_marker.global_position = minimum_target
_target_marker.scale = Vector3.ONE
_target_marker.visible = true
func update_rod_charge(charge: float) -> void:
if _mode != VisualMode.AIMING or _rod == null:
return
var cock_rotation: Vector3 = _rod_neutral_rotation
cock_rotation.x += deg_to_rad(maximum_rod_cock_degrees) * clampf(charge, 0.0, 1.0)
_rod.rotation = cock_rotation
func update_aim_target(target: Vector3, charge: float) -> void:
if _mode != VisualMode.AIMING:
return
_target_goal = target
var maximum_response: float = smoothstep(0.9, 1.0, clampf(charge, 0.0, 1.0))
_target_marker.scale = Vector3.ONE * lerpf(1.0, 1.15, maximum_response)
func begin_cast(target: Vector3) -> void:
if _mode != VisualMode.AIMING or _rod_tip == null:
return
_kill_active_tween()
_mode = VisualMode.CASTING
_target_marker.visible = false
_bobber.visible = true
_bobber.scale = Vector3.ONE
_line.visible = true
_cast_position = _with_water_height(target)
_pickup_position = _calculate_pickup_position(_cast_position)
var cast_start: Vector3 = _rod_tip.global_position
_bobber.global_position = cast_start
_begin_rod_release()
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_SINE)
_active_tween.set_ease(Tween.EASE_IN_OUT)
_active_tween.tween_method(
_set_cast_sample.bind(cast_start, _cast_position),
0.0,
1.0,
cast_travel_duration
)
_active_tween.finished.connect(_on_cast_tween_finished)
func show_bite() -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
var bite_position: Vector3 = _with_water_height(_bobber.global_position)
_bobber.global_position = bite_position
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_QUAD)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.25,
0.11
)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() + 0.05,
0.14
)
_active_tween.tween_property(
_bobber,
"global_position:y",
bite_position.y,
0.12
)
func show_withdrawal_position(position: Vector3) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.global_position = _with_water_height(position)
func begin_reeling(pickup_position: Vector3) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_cast_position = _with_water_height(_bobber.global_position)
_pickup_position = _with_water_height(pickup_position)
func show_reel_progress(progress: float, _input_held: bool) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.scale = Vector3.ONE
_bobber.global_position = _cast_position.lerp(
_pickup_position,
clampf(progress, 0.0, 1.0)
)
_bobber.global_position.y = get_water_surface_height()
func play_outcome(outcome: StringName) -> void:
if _mode == VisualMode.NONE:
cleanup()
return
_kill_active_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.OUTCOME
_active_tween = create_tween()
_active_tween.set_trans(Tween.TRANS_QUAD)
_active_tween.set_ease(Tween.EASE_IN)
if _target_marker.visible and not _bobber.visible:
_active_tween.tween_property(_target_marker, "scale", Vector3.ZERO, 0.18)
else:
_target_marker.visible = false
match outcome:
&"catch":
var catch_target: Vector3 = _bobber.global_position
if _rod_tip != null:
catch_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(_bobber, "global_position", catch_target, 0.35)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.35)
&"escape":
var start_x: float = _bobber.global_position.x
_active_tween.tween_property(
_bobber,
"global_position:x",
start_x - 0.18,
0.08
)
_active_tween.tween_property(
_bobber,
"global_position:x",
start_x + 0.18,
0.08
)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.4,
0.2
)
&"miss":
_active_tween.set_parallel(true)
_active_tween.tween_property(
_bobber,
"global_position:y",
get_water_surface_height() - 0.4,
0.3
)
_active_tween.tween_property(_bobber, "scale", Vector3.ONE * 0.65, 0.3)
&"invalid":
var return_target: Vector3 = _bobber.global_position
if _rod_tip != null:
return_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(_bobber, "global_position", return_target, 0.28)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.28)
&"withdrawal":
var withdrawal_target: Vector3 = _bobber.global_position
if _rod_tip != null:
withdrawal_target = _rod_tip.global_position
_active_tween.set_parallel(true)
_active_tween.tween_property(
_bobber,
"global_position",
withdrawal_target,
0.28
)
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.28)
_:
_active_tween.tween_property(_bobber, "scale", Vector3.ZERO, 0.18)
_active_tween.finished.connect(cleanup)
func cleanup() -> void:
_kill_active_tween()
_kill_rod_tween()
_restore_rod_neutral()
_mode = VisualMode.NONE
_rod = null
_rod_tip = null
_target_marker.visible = false
_target_marker.scale = Vector3.ONE
_bobber.visible = false
_bobber.scale = Vector3.ONE
_line.visible = false
_line_mesh.clear_surfaces()
func _set_cast_sample(
progress: float,
start: Vector3,
target: Vector3,
) -> void:
var sample: Vector3 = start.lerp(target, progress)
sample.y += sin(progress * PI) * cast_arc_height
_bobber.global_position = sample
func _on_cast_tween_finished() -> void:
if _mode != VisualMode.CASTING:
return
_active_tween = null
_bobber.global_position = _cast_position
_mode = VisualMode.FISHING
cast_completed.emit()
func _calculate_pickup_position(target: Vector3) -> Vector3:
var player_on_water: Vector3 = target
if _rod_tip != null:
player_on_water = _with_water_height(_rod_tip.global_position)
var outward: Vector3 = target - player_on_water
outward.y = 0.0
if outward.is_zero_approx():
outward = Vector3.FORWARD
else:
outward = outward.normalized()
var target_distance: float = player_on_water.distance_to(target)
var pickup_distance: float = minf(
pickup_distance_from_player,
target_distance * 0.8
)
return player_on_water + outward * pickup_distance
func _with_water_height(position: Vector3) -> Vector3:
return Vector3(position.x, get_water_surface_height(), position.z)
func _update_line() -> void:
if _rod_tip == null or not is_instance_valid(_rod_tip):
cleanup()
return
_line_mesh.clear_surfaces()
_line_mesh.surface_begin(Mesh.PRIMITIVE_LINES)
_line_mesh.surface_add_vertex(to_local(_rod_tip.global_position))
_line_mesh.surface_add_vertex(to_local(_bobber.global_position))
_line_mesh.surface_end()
func _begin_rod_release() -> void:
_kill_rod_tween()
if _rod == null:
return
var forward_rotation: Vector3 = _rod_neutral_rotation
forward_rotation.x -= deg_to_rad(rod_forward_swing_degrees)
_rod_tween = create_tween()
_rod_tween.set_trans(Tween.TRANS_QUAD)
_rod_tween.set_ease(Tween.EASE_OUT)
_rod_tween.tween_property(
_rod,
"rotation",
forward_rotation,
rod_forward_swing_duration
)
_rod_tween.set_ease(Tween.EASE_IN_OUT)
_rod_tween.tween_property(
_rod,
"rotation",
_rod_neutral_rotation,
rod_recovery_duration
)
func _restore_rod_neutral() -> void:
if _rod != null and is_instance_valid(_rod):
_rod.rotation = _rod_neutral_rotation
func _kill_active_tween() -> void:
if _active_tween != null and _active_tween.is_valid():
_active_tween.kill()
_active_tween = null
func _kill_rod_tween() -> void:
if _rod_tween != null and _rod_tween.is_valid():
_rod_tween.kill()
_rod_tween = null

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@ -0,0 +1 @@
uid://dmwwhk48mpxn4

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@ -2,6 +2,7 @@ class_name FishingSpot
extends Area3D extends Area3D
const FishDataType = preload("res://fish/fish_data.gd") const FishDataType = preload("res://fish/fish_data.gd")
const FishingPresentationType = preload("res://fishing/fishing_presentation.gd")
const PlayerType = preload("res://player/player.gd") const PlayerType = preload("res://player/player.gd")
signal status_changed(status: String) signal status_changed(status: String)
@ -9,12 +10,24 @@ signal reel_progress_changed(progress: float, visible: bool)
enum FishingState { enum FishingState {
READY, READY,
AIMING_CAST,
CASTING,
WAITING_FOR_BITE, WAITING_FOR_BITE,
BITE_ACTIVE, BITE_ACTIVE,
REELING, REELING,
COOLDOWN, COOLDOWN,
} }
@export_category("Cast")
@export_range(0.1, 30.0, 0.05) var minimum_cast_distance: float = 0.5
@export_range(0.1, 30.0, 0.1) var maximum_cast_distance: float = 14.0
@export_range(0.1, 10.0, 0.1) var cast_charge_duration: float = 2.75
@export_flags_3d_physics var fishable_surface_mask: int = 4
@export_category("Withdrawal")
@export_range(0.1, 20.0, 0.1) var withdrawal_rate: float = 4.9
@export_range(0.1, 10.0, 0.1) var withdrawal_cancel_distance: float = 1.0
@export_category("Timing") @export_category("Timing")
@export_range(0.1, 30.0, 0.1) var wait_time: float = 2.0 @export_range(0.1, 30.0, 0.1) var wait_time: float = 2.0
@export_range(0.1, 10.0, 0.1) var bite_window_duration: float = 1.5 @export_range(0.1, 10.0, 0.1) var bite_window_duration: float = 1.5
@ -26,10 +39,21 @@ enum FishingState {
@export_category("Catch") @export_category("Catch")
@export var catchable_fish: FishDataType @export var catchable_fish: FishDataType
@onready var _presentation: FishingPresentationType = %FishingPresentation
var state: FishingState = FishingState.READY var state: FishingState = FishingState.READY
var _nearby_player: PlayerType var _nearby_player: PlayerType
var _active_player: PlayerType var _active_player: PlayerType
var _state_time_remaining: float = 0.0 var _state_time_remaining: float = 0.0
var _cast_charge: float = 0.0
var _cast_direction: Vector3 = Vector3.FORWARD
var _cast_origin_position: Vector3
var _cast_target: Vector3
var _cast_landing_is_fishable: bool = false
var _withdrawal_endpoint: Vector3
var _withdrawal_progress: float = 0.0
var _withdrawal_input_held: bool = false
var _new_cast_press_armed: bool = true
var _reel_progress: float = 0.0 var _reel_progress: float = 0.0
var _reel_input_held: bool = false var _reel_input_held: bool = false
var _cooldown_status: String = "" var _cooldown_status: String = ""
@ -38,14 +62,30 @@ var _cooldown_status: String = ""
func _ready() -> void: func _ready() -> void:
body_entered.connect(_on_body_entered) body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited) body_exited.connect(_on_body_exited)
_presentation.cast_completed.connect(_on_cast_completed)
func _process(delta: float) -> void: func _process(delta: float) -> void:
if state == FishingState.READY and not Input.is_action_pressed("fish_primary"):
_new_cast_press_armed = true
match state: match state:
FishingState.AIMING_CAST:
_update_cast_charge(delta)
if not Input.is_action_pressed("fish_primary"):
_confirm_cast()
FishingState.WAITING_FOR_BITE: FishingState.WAITING_FOR_BITE:
_state_time_remaining -= delta _state_time_remaining -= delta
if _state_time_remaining <= 0.0: if _state_time_remaining <= 0.0:
_activate_bite() _activate_bite()
else:
if (
_withdrawal_input_held
and not Input.is_action_pressed("fish_primary")
):
_withdrawal_input_held = false
if _withdrawal_input_held:
_update_withdrawal(delta)
FishingState.BITE_ACTIVE: FishingState.BITE_ACTIVE:
_state_time_remaining -= delta _state_time_remaining -= delta
if _state_time_remaining <= 0.0: if _state_time_remaining <= 0.0:
@ -61,6 +101,21 @@ func _process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if (
event.is_action_pressed("ui_cancel")
and _active_player != null
and state in [
FishingState.AIMING_CAST,
FishingState.CASTING,
FishingState.WAITING_FOR_BITE,
FishingState.BITE_ACTIVE,
FishingState.REELING,
]
):
_cancel_attempt()
get_viewport().set_input_as_handled()
return
if _nearby_player == null or not _nearby_player.is_local_control_enabled(): if _nearby_player == null or not _nearby_player.is_local_control_enabled():
return return
if not event.is_action("fish_primary"): if not event.is_action("fish_primary"):
@ -69,7 +124,11 @@ func _unhandled_input(event: InputEvent) -> void:
if event.is_pressed(): if event.is_pressed():
match state: match state:
FishingState.READY: FishingState.READY:
_begin_fishing(_nearby_player) if not _new_cast_press_armed:
return
_begin_aiming(_nearby_player)
FishingState.WAITING_FOR_BITE:
_withdrawal_input_held = true
FishingState.BITE_ACTIVE: FishingState.BITE_ACTIVE:
_confirm_hook() _confirm_hook()
FishingState.REELING: FishingState.REELING:
@ -77,29 +136,112 @@ func _unhandled_input(event: InputEvent) -> void:
_: _:
return return
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
elif state == FishingState.AIMING_CAST:
_confirm_cast()
get_viewport().set_input_as_handled()
elif state == FishingState.WAITING_FOR_BITE:
_withdrawal_input_held = false
get_viewport().set_input_as_handled()
elif state == FishingState.REELING: elif state == FishingState.REELING:
_reel_input_held = false _reel_input_held = false
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
func _begin_fishing(player: PlayerType) -> void: func _begin_aiming(player: PlayerType) -> void:
if state != FishingState.READY or _active_player != null: if state != FishingState.READY or _active_player != null:
return return
_active_player = player _active_player = player
_active_player.set_movement_enabled(false) _active_player.set_movement_enabled(false)
_cast_direction = _capture_cast_direction(_active_player)
_cast_origin_position = _active_player.get_cast_origin_position()
_cast_charge = 0.0
_cast_target = _calculate_cast_target(minimum_cast_distance)
state = FishingState.AIMING_CAST
status_changed.emit("Hold left click to aim • Release to cast")
_presentation.begin_aim(
_active_player.get_fishing_rod_tip(),
_active_player.get_fishing_rod(),
_cast_target
)
func _update_cast_charge(delta: float) -> void:
if state != FishingState.AIMING_CAST:
return
_cast_charge = minf(_cast_charge + delta / cast_charge_duration, 1.0)
var maximum_distance: float = maxf(minimum_cast_distance, maximum_cast_distance)
var distance: float = lerpf(minimum_cast_distance, maximum_distance, _cast_charge)
_cast_target = _calculate_cast_target(distance)
_presentation.update_aim_target(_cast_target, _cast_charge)
_presentation.update_rod_charge(_cast_charge)
func _confirm_cast() -> void:
if state != FishingState.AIMING_CAST:
return
_cast_landing_is_fishable = _is_landing_fishable(_cast_target)
state = FishingState.CASTING
status_changed.emit("Casting...")
_presentation.begin_cast(_cast_target)
func _on_cast_completed() -> void:
if state != FishingState.CASTING:
return
if not _cast_landing_is_fishable:
_cleanup_attempt("Can't fish there.", &"invalid")
return
state = FishingState.WAITING_FOR_BITE state = FishingState.WAITING_FOR_BITE
_state_time_remaining = wait_time _state_time_remaining = wait_time
_withdrawal_progress = 0.0
_withdrawal_input_held = false
_withdrawal_endpoint = Vector3(
_cast_origin_position.x + _cast_direction.x * withdrawal_cancel_distance,
_presentation.get_water_surface_height(),
_cast_origin_position.z + _cast_direction.z * withdrawal_cancel_distance
)
status_changed.emit("Waiting for a bite...") status_changed.emit("Waiting for a bite...")
func _update_withdrawal(delta: float) -> void:
if state != FishingState.WAITING_FOR_BITE:
return
var landing_offset: Vector3 = _cast_target - _cast_origin_position
landing_offset.y = 0.0
var landing_distance: float = landing_offset.length()
var withdrawable_distance: float = landing_distance - withdrawal_cancel_distance
if withdrawable_distance <= 0.0:
_cancel_from_withdrawal()
return
_withdrawal_progress = minf(
_withdrawal_progress + withdrawal_rate * delta / withdrawable_distance,
1.0
)
var current_position: Vector3 = _cast_target.lerp(
_withdrawal_endpoint,
_withdrawal_progress
)
_presentation.show_withdrawal_position(current_position)
if is_equal_approx(_withdrawal_progress, 1.0):
_cancel_from_withdrawal()
func _activate_bite() -> void: func _activate_bite() -> void:
if state != FishingState.WAITING_FOR_BITE: if state != FishingState.WAITING_FOR_BITE:
return return
state = FishingState.BITE_ACTIVE state = FishingState.BITE_ACTIVE
_state_time_remaining = bite_window_duration _state_time_remaining = bite_window_duration
_withdrawal_input_held = false
status_changed.emit("Bite! Left click to hook") status_changed.emit("Bite! Left click to hook")
_presentation.show_bite()
func _confirm_hook() -> void: func _confirm_hook() -> void:
@ -112,6 +254,8 @@ func _confirm_hook() -> void:
_reel_input_held = true _reel_input_held = true
status_changed.emit("Hold left click to reel") status_changed.emit("Hold left click to reel")
reel_progress_changed.emit(_reel_progress, true) reel_progress_changed.emit(_reel_progress, true)
_presentation.begin_reeling(_withdrawal_endpoint)
_presentation.show_reel_progress(_reel_progress, _reel_input_held)
func _update_reel_progress(delta: float) -> void: func _update_reel_progress(delta: float) -> void:
@ -123,6 +267,7 @@ func _update_reel_progress(delta: float) -> void:
else: else:
_reel_progress = maxf(_reel_progress - reel_decay_rate * delta, 0.0) _reel_progress = maxf(_reel_progress - reel_decay_rate * delta, 0.0)
reel_progress_changed.emit(_reel_progress, true) reel_progress_changed.emit(_reel_progress, true)
_presentation.show_reel_progress(_reel_progress, _reel_input_held)
if is_equal_approx(_reel_progress, 1.0): if is_equal_approx(_reel_progress, 1.0):
_resolve_catch() _resolve_catch()
elif is_zero_approx(_reel_progress): elif is_zero_approx(_reel_progress):
@ -135,7 +280,7 @@ func _resolve_catch() -> void:
return return
_active_player.inventory.add_fish(catchable_fish) _active_player.inventory.add_fish(catchable_fish)
_cleanup_attempt("Caught %s!" % catchable_fish.display_name) _cleanup_attempt("Caught %s!" % catchable_fish.display_name, &"catch")
func _resolve_escape() -> void: func _resolve_escape() -> void:
@ -145,26 +290,41 @@ func _resolve_escape() -> void:
var fish_name: String = "The fish" var fish_name: String = "The fish"
if catchable_fish != null and not catchable_fish.display_name.is_empty(): if catchable_fish != null and not catchable_fish.display_name.is_empty():
fish_name = "The %s" % catchable_fish.display_name fish_name = "The %s" % catchable_fish.display_name
_cleanup_attempt("%s got away!" % fish_name) _cleanup_attempt("%s got away!" % fish_name, &"escape")
func _miss_bite() -> void: func _miss_bite() -> void:
if state != FishingState.BITE_ACTIVE: if state != FishingState.BITE_ACTIVE:
return return
_cleanup_attempt("The fish got away.") _cleanup_attempt("The fish got away.", &"miss")
func _cleanup_attempt(cooldown_message: String = "") -> void: func _cleanup_attempt(
cooldown_message: String = "",
visual_outcome: StringName = &"",
) -> void:
if _active_player != null: if _active_player != null:
_active_player.set_movement_enabled(true) _active_player.set_movement_enabled(true)
_active_player = null _active_player = null
_state_time_remaining = 0.0
_cast_charge = 0.0
_cast_direction = Vector3.FORWARD
_cast_origin_position = Vector3.ZERO
_cast_target = Vector3.ZERO
_cast_landing_is_fishable = false
_withdrawal_endpoint = Vector3.ZERO
_withdrawal_progress = 0.0
_withdrawal_input_held = false
_reel_input_held = false _reel_input_held = false
_reel_progress = 0.0 _reel_progress = 0.0
reel_progress_changed.emit(0.0, false) reel_progress_changed.emit(0.0, false)
if visual_outcome.is_empty():
_presentation.cleanup()
else:
_presentation.play_outcome(visual_outcome)
if cooldown_message.is_empty(): if cooldown_message.is_empty():
state = FishingState.READY state = FishingState.READY
_state_time_remaining = 0.0
_cooldown_status = "" _cooldown_status = ""
if _nearby_player != null: if _nearby_player != null:
status_changed.emit("Left click to cast") status_changed.emit("Left click to cast")
@ -178,11 +338,56 @@ func _cleanup_attempt(cooldown_message: String = "") -> void:
func _return_to_ready() -> void: func _return_to_ready() -> void:
_cleanup_attempt() state = FishingState.READY
_state_time_remaining = 0.0
_cooldown_status = ""
if _nearby_player != null:
status_changed.emit("Left click to cast")
else:
status_changed.emit("")
func _cancel_attempt() -> void: func _cancel_attempt() -> void:
_cleanup_attempt() _cleanup_attempt("Fishing cancelled.", &"cancel")
func _cancel_from_withdrawal() -> void:
if state != FishingState.WAITING_FOR_BITE:
return
_new_cast_press_armed = false
_cleanup_attempt("", &"withdrawal")
func _capture_cast_direction(player: PlayerType) -> Vector3:
var direction: Vector3 = player.get_facing_direction()
direction.y = 0.0
if direction.is_zero_approx():
direction = -player.global_basis.z
direction.y = 0.0
if direction.is_zero_approx():
return Vector3.FORWARD
return direction.normalized()
func _calculate_cast_target(distance: float) -> Vector3:
return Vector3(
_cast_origin_position.x + _cast_direction.x * distance,
_presentation.get_water_surface_height(),
_cast_origin_position.z + _cast_direction.z * distance
)
func _is_landing_fishable(target: Vector3) -> bool:
var query := PhysicsPointQueryParameters3D.new()
query.position = target
query.collision_mask = fishable_surface_mask
query.collide_with_areas = true
query.collide_with_bodies = false
var results: Array[Dictionary] = get_world_3d().direct_space_state.intersect_point(
query,
1
)
return not results.is_empty()
func _on_body_entered(body: Node3D) -> void: func _on_body_entered(body: Node3D) -> void:

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=7 format=3] [gd_scene load_steps=13 format=3]
[ext_resource type="Script" path="res://fishing/fishing_spot.gd" id="1_spot"] [ext_resource type="Script" path="res://fishing/fishing_spot.gd" id="1_spot"]
[ext_resource type="Resource" path="res://fish/bluegill.tres" id="2_bluegill"] [ext_resource type="Resource" path="res://fish/bluegill.tres" id="2_bluegill"]
[ext_resource type="Script" path="res://fishing/fishing_presentation.gd" id="3_presentation"]
[sub_resource type="SphereShape3D" id="RangeShape"] [sub_resource type="SphereShape3D" id="RangeShape"]
radius = 3.5 radius = 3.5
@ -22,6 +23,30 @@ emission_enabled = true
emission = Color(0.3, 0.2, 0.01, 1) emission = Color(0.3, 0.2, 0.01, 1)
emission_energy_multiplier = 0.7 emission_energy_multiplier = 0.7
[sub_resource type="SphereMesh" id="BobberMesh"]
radius = 0.12
height = 0.24
[sub_resource type="StandardMaterial3D" id="BobberMaterial"]
albedo_color = Color(0.92, 0.12, 0.08, 1)
roughness = 0.45
[sub_resource type="StandardMaterial3D" id="LineMaterial"]
shading_mode = 0
albedo_color = Color(0.9, 0.9, 0.82, 1)
[sub_resource type="CylinderMesh" id="CastTargetMesh"]
top_radius = 0.28
bottom_radius = 0.28
height = 0.035
[sub_resource type="StandardMaterial3D" id="CastTargetMaterial"]
shading_mode = 0
albedo_color = Color(0.3, 0.95, 0.72, 0.9)
emission_enabled = true
emission = Color(0.08, 0.35, 0.22, 1)
emission_energy_multiplier = 0.8
[node name="FishingSpot" type="Area3D"] [node name="FishingSpot" type="Area3D"]
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
@ -42,3 +67,21 @@ material_override = SubResource("MarkerMaterial")
position = Vector3(0, 0.03, 0) position = Vector3(0, 0.03, 0)
mesh = SubResource("RangeMarkerMesh") mesh = SubResource("RangeMarkerMesh")
material_override = SubResource("MarkerMaterial") material_override = SubResource("MarkerMaterial")
[node name="FishingPresentation" type="Node3D" parent="."]
unique_name_in_owner = true
script = ExtResource("3_presentation")
[node name="CastTargetMarker" type="MeshInstance3D" parent="FishingPresentation"]
unique_name_in_owner = true
mesh = SubResource("CastTargetMesh")
material_override = SubResource("CastTargetMaterial")
[node name="FishingLine" type="MeshInstance3D" parent="FishingPresentation"]
unique_name_in_owner = true
material_override = SubResource("LineMaterial")
[node name="Bobber" type="MeshInstance3D" parent="FishingPresentation"]
unique_name_in_owner = true
mesh = SubResource("BobberMesh")
material_override = SubResource("BobberMaterial")

View file

@ -31,6 +31,9 @@ const FishInventoryType = preload("res://inventory/fish_inventory.gd")
@onready var _spring_arm: SpringArm3D = %SpringArm3D @onready var _spring_arm: SpringArm3D = %SpringArm3D
@onready var _camera: Camera3D = %Camera3D @onready var _camera: Camera3D = %Camera3D
@onready var inventory: FishInventoryType = %Inventory @onready var inventory: FishInventoryType = %Inventory
@onready var _cast_origin: Marker3D = %CastOrigin
@onready var _fishing_rod: Node3D = %FishingRod
@onready var _fishing_rod_tip: Marker3D = %FishingRodTip
var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity")) var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
var _camera_dragging: bool = false var _camera_dragging: bool = false
@ -171,3 +174,26 @@ func set_movement_enabled(enabled: bool) -> void:
if not enabled: if not enabled:
velocity.x = 0.0 velocity.x = 0.0
velocity.z = 0.0 velocity.z = 0.0
func get_fishing_rod_tip() -> Marker3D:
return _fishing_rod_tip
func get_fishing_rod() -> Node3D:
return _fishing_rod
func get_cast_origin_position() -> Vector3:
return _cast_origin.global_position
func get_facing_direction() -> Vector3:
var facing: Vector3 = -_visuals.global_basis.z
facing.y = 0.0
if facing.is_zero_approx():
facing = -global_basis.z
facing.y = 0.0
if facing.is_zero_approx():
return Vector3.FORWARD
return facing.normalized()

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=8 format=3] [gd_scene load_steps=10 format=3]
[ext_resource type="Script" path="res://player/player.gd" id="1_script"] [ext_resource type="Script" path="res://player/player.gd" id="1_script"]
[ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"] [ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"]
@ -20,6 +20,15 @@ size = Vector3(0.24, 0.2, 0.4)
[sub_resource type="StandardMaterial3D" id="FacingMarkerMaterial"] [sub_resource type="StandardMaterial3D" id="FacingMarkerMaterial"]
albedo_color = Color(0.12, 0.18, 0.28, 1) albedo_color = Color(0.12, 0.18, 0.28, 1)
[sub_resource type="CylinderMesh" id="FishingRodMesh"]
top_radius = 0.025
bottom_radius = 0.045
height = 1.2
[sub_resource type="StandardMaterial3D" id="FishingRodMaterial"]
albedo_color = Color(0.22, 0.12, 0.06, 1)
roughness = 0.8
[node name="Player" type="CharacterBody3D"] [node name="Player" type="CharacterBody3D"]
collision_layer = 2 collision_layer = 2
collision_mask = 1 collision_mask = 1
@ -42,6 +51,24 @@ position = Vector3(0, 1.0, -0.55)
mesh = SubResource("FacingMarkerMesh") mesh = SubResource("FacingMarkerMesh")
material_override = SubResource("FacingMarkerMaterial") material_override = SubResource("FacingMarkerMaterial")
[node name="FishingRod" type="Node3D" parent="Visuals"]
unique_name_in_owner = true
position = Vector3(0.42, 1.05, -0.2)
rotation = Vector3(-0.436332, 0, 0)
[node name="RodMesh" type="MeshInstance3D" parent="Visuals/FishingRod"]
position = Vector3(0, 0.6, 0)
mesh = SubResource("FishingRodMesh")
material_override = SubResource("FishingRodMaterial")
[node name="FishingRodTip" type="Marker3D" parent="Visuals/FishingRod"]
unique_name_in_owner = true
position = Vector3(0, 1.2, 0)
[node name="CastOrigin" type="Marker3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 0.9, 0)
[node name="Inventory" type="Node" parent="."] [node name="Inventory" type="Node" parent="."]
unique_name_in_owner = true unique_name_in_owner = true
script = ExtResource("2_inventory") script = ExtResource("2_inventory")

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=3] [gd_scene load_steps=11 format=3]
[sub_resource type="BoxShape3D" id="GroundShape"] [sub_resource type="BoxShape3D" id="GroundShape"]
size = Vector3(30, 1, 30) size = Vector3(30, 1, 30)
@ -21,6 +21,9 @@ albedo_color = Color(0.42, 0.25, 0.12, 1)
[sub_resource type="PlaneMesh" id="WaterMesh"] [sub_resource type="PlaneMesh" id="WaterMesh"]
size = Vector2(40, 25) size = Vector2(40, 25)
[sub_resource type="BoxShape3D" id="FishableWaterShape"]
size = Vector3(40, 0.5, 19.5)
[sub_resource type="StandardMaterial3D" id="WaterMaterial"] [sub_resource type="StandardMaterial3D" id="WaterMaterial"]
transparency = 1 transparency = 1
albedo_color = Color(0.1, 0.45, 0.7, 0.72) albedo_color = Color(0.1, 0.45, 0.7, 0.72)
@ -65,3 +68,12 @@ material_override = SubResource("DockMaterial")
position = Vector3(0, 0.2, -27) position = Vector3(0, 0.2, -27)
mesh = SubResource("WaterMesh") mesh = SubResource("WaterMesh")
material_override = SubResource("WaterMaterial") material_override = SubResource("WaterMaterial")
[node name="FishableWater" type="Area3D" parent="."]
position = Vector3(0, 0.2, -29.75)
collision_layer = 4
collision_mask = 0
monitoring = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="FishableWater"]
shape = SubResource("FishableWaterShape")