128 lines
3.8 KiB
GDScript3
128 lines
3.8 KiB
GDScript3
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class_name WorldCharacterDisplay
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extends Node3D
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const CharacterCustomizationCatalogType = preload(
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"res://progression/character_customization_catalog.gd"
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)
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const PlayerVisualPresenterType = preload(
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"res://player/player_visual_presenter.gd"
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)
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@export_enum("round", "pointy") var species_id: String = "round"
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@export_enum(
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"white",
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"gray",
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"charcoal",
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"brown",
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"orange",
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"yellow",
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"green",
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"teal",
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) var fur_color_id: String = "white"
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@export_enum(
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"none",
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"pointy_long",
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"pointy_short",
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"pointy_wide",
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) var ears_id: String = "none"
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@export var eyes_id: String = "simple_shine"
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@export var nose_id: String = "dog_round"
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@export var mouth_id: String = "three"
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@export_category("Head Look")
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@export var head_look_enabled: bool = false
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@export_range(0.5, 10.0, 0.1, "suffix:m") var head_look_distance: float = 4.0
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@export_range(0.5, 3.0, 0.05, "suffix:m") var look_target_height: float = 1.25
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@export_range(0.0, 80.0, 1.0, "degrees") var head_yaw_limit: float = 50.0
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@export_range(0.0, 45.0, 1.0, "degrees") var head_pitch_limit: float = 22.0
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@export_range(0.05, 2.0, 0.05, "suffix:s") var head_blend_seconds: float = 0.3
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var _head_look: LookAtModifier3D
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var _skeleton: Skeleton3D
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var _look_target: Node3D
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var _look_target_proxy: Node3D
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var _head_look_requested: bool = false
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func _ready() -> void:
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var appearance := CharacterCustomizationCatalogType.default_snapshot()
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appearance["species"] = species_id
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appearance["fur_pattern"] = fur_color_id
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appearance["ears"] = ears_id
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appearance["eyes"] = eyes_id
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appearance["nose"] = nose_id
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appearance["mouth"] = mouth_id
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PlayerVisualPresenterType.apply_appearance(self, appearance)
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_prepare_head_look()
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func _process(delta: float) -> void:
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if _head_look == null or _look_target_proxy == null:
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return
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var target_is_valid := (
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_look_target != null and is_instance_valid(_look_target)
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)
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if target_is_valid:
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_look_target_proxy.global_position = (
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_look_target.global_position + Vector3.UP * look_target_height
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)
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var target_influence := (
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1.0 if _head_look_requested and target_is_valid else 0.0
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)
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_head_look.influence = move_toward(
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_head_look.influence,
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target_influence,
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delta / maxf(head_blend_seconds, 0.001),
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)
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func set_head_look_target(target: Node3D) -> void:
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_look_target = target
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func set_head_look_active(active: bool) -> void:
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_head_look_requested = active
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func get_head_anchor_position() -> Vector3:
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if _skeleton == null:
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return global_position + Vector3.UP * 1.8
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var head_index := _skeleton.find_bone("head")
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if head_index < 0:
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return global_position + Vector3.UP * 1.8
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var head_pose := _skeleton.get_bone_global_pose(head_index)
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return (
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(_skeleton.global_transform * head_pose).origin
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+ Vector3.UP * 0.85
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)
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func _prepare_head_look() -> void:
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if not head_look_enabled:
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set_process(false)
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return
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_skeleton = find_child("Skeleton3D", true, false) as Skeleton3D
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if _skeleton == null or _skeleton.find_bone("head") < 0:
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push_warning("World character head-look requires a head bone.")
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set_process(false)
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return
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_look_target_proxy = Node3D.new()
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_look_target_proxy.name = "HeadLookTarget"
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add_child(_look_target_proxy)
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_head_look = LookAtModifier3D.new()
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_head_look.name = "HeadLookModifier"
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_head_look.bone_name = "head"
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_head_look.use_secondary_rotation = true
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_head_look.use_angle_limitation = true
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_head_look.symmetry_limitation = true
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_head_look.primary_limit_angle = deg_to_rad(head_yaw_limit)
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_head_look.secondary_limit_angle = deg_to_rad(head_pitch_limit)
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_head_look.primary_damp_threshold = 0.65
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_head_look.secondary_damp_threshold = 0.65
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_head_look.duration = head_blend_seconds
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_head_look.influence = 0.0
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_head_look.set("origin_from", 1)
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_head_look.set("origin_bone_name", "head")
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_skeleton.add_child(_head_look)
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_head_look.target_node = _head_look.get_path_to(_look_target_proxy)
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set_process(true)
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