Expand character customization and refine fishing flow
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parent
8cc4c0985d
commit
43f57e56a0
144 changed files with 3108 additions and 189 deletions
166
player/player.gd
166
player/player.gd
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@ -30,10 +30,16 @@ const ControllerMappingManagerType = preload(
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const FishingRodAttachmentScene = preload(
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"res://player/fishing_rod_attachment.tscn"
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)
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const HeldItemAttachmentScene = preload(
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"res://player/held_item_attachment.tscn"
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)
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const CHARACTER_IDLE_ANIMATION: StringName = &"idle"
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const CHARACTER_IDLE_SHOW_ANIMATION: StringName = &"idle_show"
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const CHARACTER_IDLE_SIT_ANIMATION: StringName = &"idle_sit"
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const CHARACTER_IDLE_SIT_SHOW_ANIMATION: StringName = &"idle_sit_show"
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const CHARACTER_WALKING_ANIMATION: StringName = &"walking"
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const CHARACTER_SITTING_ANIMATION: StringName = &"sitting"
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const CHARACTER_WALKING_SHOW_ANIMATION: StringName = &"walking_show"
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const BASE_REEL_SPEED: float = 0.16
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# The target Android handheld exposes its physical right trigger through
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# Godot's left-trigger axis. Keep the role named here so the platform mapping
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@ -105,6 +111,9 @@ class ShowcaseCameraSnapshot:
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@export_range(0.0, 1.0, 0.01) var controller_trigger_threshold: float = 0.55
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@onready var _visuals: Node3D = %Visuals
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@onready var _character_rig: Node3D = get_node_or_null(
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"Visuals/CharacterRig/CharacterRig"
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) as Node3D
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@onready var _character_animation_player: AnimationPlayer = (
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get_node_or_null("Visuals/CharacterRig/AnimationPlayer") as AnimationPlayer
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)
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@ -124,11 +133,14 @@ class ShowcaseCameraSnapshot:
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@onready var art_unlocks: PlayerArtUnlocksType = %ArtUnlocks
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@onready var experience: PlayerExperienceType = %Experience
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@onready var _cast_origin: Marker3D = %CastOrigin
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@onready var _catch_display: Node3D = %CatchDisplay
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@onready var _catch_sprite: Sprite3D = %CatchSprite
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@onready var _held_fish_display: Node3D = %HeldFishDisplay
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@onready var _held_fish_sprite: Sprite3D = %HeldFishSprite
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@onready var _held_art_kit_sprite: Sprite3D = %HeldArtKitSprite
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var _catch_display: Node3D
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var _catch_sprite: Sprite3D
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var _held_item_attachment: BoneAttachment3D
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var _held_fish_display: Node3D
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var _held_fish_attachment_offset: Vector3 = Vector3(0.0, 0.08, 0.04)
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var _held_fish_sprite: Sprite3D
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var _held_art_kit_sprite: Sprite3D
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var _catch_attachment_offset: Vector3 = Vector3(0.0, 0.08, 0.04)
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var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
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var _camera_dragging: bool = false
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@ -165,6 +177,8 @@ var _network_target_visual_yaw: float = 0.0
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var _network_snapshot_ready: bool = false
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var _character_animation_name: StringName = &""
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var _sitting: bool = false
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var _held_fish_visible: bool = false
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var _showcase_animation_active: bool = false
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var _fishing_rod: Node3D
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var _fishing_rod_tip: Marker3D
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var _controller_mapping_manager: ControllerMappingManagerType
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@ -176,6 +190,7 @@ func _ready() -> void:
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_target_zoom = clampf(_spring_arm.spring_length, minimum_zoom, maximum_zoom)
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_spring_arm.spring_length = _target_zoom
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_camera.current = local_control_enabled
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_initialize_held_item_attachment()
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func set_controller_mapping_manager(
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@ -202,6 +217,32 @@ func _initialize_fishing_rod() -> void:
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) as Marker3D
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func _initialize_held_item_attachment() -> void:
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var skeleton := get_node_or_null(
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"Visuals/CharacterRig/CharacterRig/Skeleton3D"
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) as Skeleton3D
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if skeleton == null:
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push_error("Player character skeleton is unavailable for held items.")
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return
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var attachment := HeldItemAttachmentScene.instantiate() as BoneAttachment3D
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if attachment == null:
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push_error("Held item attachment could not be instantiated.")
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return
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skeleton.add_child(attachment)
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_held_item_attachment = attachment
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_held_fish_display = attachment.get_node("HeldFishDisplay") as Node3D
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_held_fish_attachment_offset = _held_fish_display.position
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_held_fish_sprite = attachment.get_node(
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"HeldFishDisplay/HeldFishSprite"
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) as Sprite3D
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_held_art_kit_sprite = attachment.get_node(
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"HeldArtKitDisplay/HeldArtKitSprite"
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) as Sprite3D
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_catch_display = attachment.get_node("CatchDisplay") as Node3D
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_catch_attachment_offset = _catch_display.position
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_catch_sprite = attachment.get_node("CatchDisplay/CatchSprite") as Sprite3D
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func _physics_process(delta: float) -> void:
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if _network_interpolation_enabled:
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_update_network_interpolation(delta)
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@ -283,6 +324,22 @@ func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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_update_character_animation()
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# The hand bone supplies the attachment position, but its animated wrist
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# rotation should not turn the flat fish/catch artwork edge-on. Keep each
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# display aligned with the character's facing while it follows the hand.
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if _character_rig != null and _held_item_attachment != null:
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var facing_rotation: Vector3 = _character_rig.global_rotation
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for display: Node3D in [_held_fish_display, _catch_display]:
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if display != null:
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var attachment_offset: Vector3 = (
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_held_fish_attachment_offset
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if display == _held_fish_display
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else _catch_attachment_offset
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)
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display.global_position = (
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_held_item_attachment.global_transform * attachment_offset
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)
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display.global_rotation = facing_rotation
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if _remote_recovery_presentation_active:
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_remote_recovery_elapsed += delta
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_visuals.position = (
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@ -363,16 +420,65 @@ func _update_character_animation() -> void:
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var horizontal_speed_squared: float = (
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velocity.x * velocity.x + velocity.z * velocity.z
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)
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var next_animation: StringName = (
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CHARACTER_SITTING_ANIMATION
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if _sitting
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else (
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CHARACTER_WALKING_ANIMATION
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if horizontal_speed_squared > 0.0025
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else CHARACTER_IDLE_ANIMATION
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)
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)
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if not _character_animation_player.has_animation(next_animation):
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var is_walking: bool = horizontal_speed_squared > 0.0025
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var requested_animation: Array[StringName] = []
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if _showcase_animation_active:
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if _sitting:
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requested_animation = [
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CHARACTER_IDLE_SIT_SHOW_ANIMATION,
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&"idle_sit_show_loop",
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CHARACTER_IDLE_SIT_ANIMATION,
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&"idle_sit_loop",
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&"idle_loop_sit",
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]
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else:
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requested_animation = [
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CHARACTER_IDLE_SHOW_ANIMATION,
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&"idle_show_loop",
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&"show",
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&"show_loop",
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]
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elif _sitting:
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if _held_fish_visible:
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requested_animation = [
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CHARACTER_IDLE_SIT_SHOW_ANIMATION,
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&"idle_sit_show_loop",
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CHARACTER_IDLE_SIT_ANIMATION,
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&"idle_sit_loop",
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&"idle_loop_sit",
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]
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else:
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requested_animation = [
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CHARACTER_IDLE_SIT_ANIMATION,
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&"idle_sit_loop",
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&"sitting",
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&"idle_loop_sit",
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]
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elif is_walking and _held_fish_visible:
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requested_animation = [
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CHARACTER_WALKING_SHOW_ANIMATION,
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&"walking_show_loop",
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]
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elif _held_fish_visible:
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requested_animation = [
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CHARACTER_IDLE_SHOW_ANIMATION,
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&"idle_show_loop",
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&"show",
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&"show_loop",
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]
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elif is_walking:
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requested_animation = [
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CHARACTER_WALKING_ANIMATION,
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&"walking_loop",
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]
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else:
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requested_animation = [CHARACTER_IDLE_ANIMATION, &"idle_loop"]
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var next_animation: StringName = &""
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for candidate: StringName in requested_animation:
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if _character_animation_player.has_animation(candidate):
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next_animation = candidate
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break
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if next_animation.is_empty():
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return
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if _character_animation_name == next_animation:
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return
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@ -385,14 +491,26 @@ func toggle_sitting() -> void:
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if should_sit:
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if (
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_character_animation_player == null
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or not _character_animation_player.has_animation(
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CHARACTER_SITTING_ANIMATION
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)
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or not _has_any_character_animation([
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CHARACTER_IDLE_SIT_ANIMATION,
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&"idle_sit_loop",
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&"sitting",
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&"idle_loop_sit",
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])
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):
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return
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_set_sitting(should_sit)
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func _has_any_character_animation(candidates: Array[StringName]) -> bool:
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if _character_animation_player == null:
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return false
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for candidate: StringName in candidates:
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if _character_animation_player.has_animation(candidate):
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return true
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return false
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func _set_sitting(should_sit: bool) -> void:
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if _sitting == should_sit:
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return
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@ -822,10 +940,13 @@ func set_held_fish(
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should_show: bool,
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) -> void:
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if not should_show or fish == null or fish.display_texture == null:
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_held_fish_visible = false
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_held_fish_display.visible = false
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_held_fish_display.scale = Vector3.ONE
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_held_fish_sprite.texture = null
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_update_character_animation()
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return
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_held_fish_visible = true
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_held_fish_sprite.texture = fish.display_texture
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_held_fish_display.scale = (
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Vector3.ONE
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@ -833,6 +954,7 @@ func set_held_fish(
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* catch_presentation_base_scale
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)
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_held_fish_display.visible = true
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_update_character_animation()
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func get_cast_origin_position() -> Vector3:
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@ -842,6 +964,8 @@ func get_cast_origin_position() -> Vector3:
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func begin_catch_showcase(fish_catch: FishCatchType) -> void:
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if fish_catch == null or not fish_catch.is_valid():
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return
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_showcase_animation_active = true
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_update_character_animation()
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_kill_showcase_camera_tween()
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_kill_showcase_restore_tween()
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_capture_showcase_camera_snapshot()
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@ -867,6 +991,8 @@ func begin_remote_catch_showcase(fish_catch: FishCatchType) -> void:
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if local_control_enabled or fish_catch == null or not fish_catch.is_valid():
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return
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end_catch_showcase(Callable(), true)
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_showcase_animation_active = true
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_update_character_animation()
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_showcase_rod_visibility = _fishing_rod.visible
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_showcase_rod_state_stored = true
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_fishing_rod.visible = false
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@ -883,6 +1009,8 @@ func end_catch_showcase(
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restored_callback: Callable = Callable(),
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immediate: bool = false,
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) -> void:
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_showcase_animation_active = false
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_update_character_animation()
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_kill_showcase_turn_tween()
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_kill_showcase_camera_tween()
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_kill_showcase_restore_tween()
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