feat: integrate fishing item transitions

This commit is contained in:
Alexander Sellite 2026-08-09 18:43:54 -04:00
parent 692b6eeb2a
commit 63a5009b33
11 changed files with 719 additions and 110 deletions

View file

@ -10,10 +10,9 @@ albedo_color = Color(0.22, 0.12, 0.06, 1)
roughness = 0.8
[node name="FishingRodAttachment" type="BoneAttachment3D"]
bone_name = "hand.R"
bone_name = "rod_socket"
[node name="FishingRod" type="Node3D" parent="."]
rotation_degrees = Vector3(65, 0, 0)
[node name="RodMesh" type="MeshInstance3D" parent="FishingRod"]
position = Vector3(0, 0.5, 0)

View file

@ -35,14 +35,26 @@ const HeldItemAttachmentScene = preload(
"res://player/held_item_attachment.tscn"
)
signal retract_visual_finished
const CHARACTER_IDLE_ANIMATION: StringName = &"idle"
const CHARACTER_IDLE_SHOW_ANIMATION: StringName = &"idle_show"
const CHARACTER_IDLE_SIT_ANIMATION: StringName = &"idle_sit"
const CHARACTER_IDLE_SIT_SHOW_ANIMATION: StringName = &"idle_sit_show"
const CHARACTER_WALKING_ANIMATION: StringName = &"walking"
const CHARACTER_WALKING_SHOW_ANIMATION: StringName = &"walking_show"
const CHARACTER_RUNNING_ANIMATION: StringName = &"running"
const CHARACTER_RUNNING_SHOW_ANIMATION: StringName = &"running_show"
const CHARACTER_CASTING_ANIMATION: StringName = &"casting"
const CHARACTER_CASTING_SIT_ANIMATION: StringName = &"casting_sit"
const CHARACTER_RELEASE_ANIMATION: StringName = &"release"
const CHARACTER_RELEASE_SIT_ANIMATION: StringName = &"release_sit"
const CHARACTER_RETRACT_ANIMATION: StringName = &"retract"
const CHARACTER_RETRACT_SIT_ANIMATION: StringName = &"retract_sit"
const CHARACTER_POCKET_IDLE_IDLE_ANIMATION: StringName = &"pocket_idle_idle"
const CHARACTER_POCKET_IDLE_SHOW_ANIMATION: StringName = &"pocket_idle_show"
const CHARACTER_POCKET_SHOW_SHOW_ANIMATION: StringName = &"pocket_show_show"
const CHARACTER_POCKET_SHOW_IDLE_ANIMATION: StringName = &"pocket_show_idle"
const CHARACTER_FISHING_ANIMATION: StringName = &"fishing"
const CHARACTER_FISHING_SIT_ANIMATION: StringName = &"fishing_sit"
const CHARACTER_FIGHTING_ANIMATION: StringName = &"fighting"
@ -52,8 +64,17 @@ enum FishingVisualPhase {
NONE,
CASTING,
RELEASE,
RETRACT,
FISHING,
}
enum PocketVisualTarget {
NONE,
IDLE_ITEM,
HELD_FISH,
ART_KIT,
CATCH_SHOWCASE,
}
const FIGHTING_EYES_ID: String = "alligator_eyes"
const BASE_REEL_SPEED: float = 0.16
# The target Android handheld exposes its physical right trigger through
@ -130,6 +151,18 @@ func set_fighting_visual(active: bool) -> void:
func set_fishing_visual(active: bool) -> void:
if (
active
and _fishing_visual_phase == FishingVisualPhase.RELEASE
and _character_animation_name in [
CHARACTER_RELEASE_ANIMATION,
CHARACTER_RELEASE_SIT_ANIMATION,
]
and _character_animation_player != null
and _character_animation_player.is_playing()
):
_fishing_after_release_pending = true
return
_set_fishing_visual_phase(
FishingVisualPhase.FISHING if active else FishingVisualPhase.NONE
)
@ -143,9 +176,32 @@ func set_release_visual() -> void:
_set_fishing_visual_phase(FishingVisualPhase.RELEASE)
func set_retract_visual() -> void:
_retract_animation_completed = false
_set_fishing_visual_phase(FishingVisualPhase.RETRACT)
if (
_character_animation_player == null
or _character_animation_name not in [
CHARACTER_RETRACT_ANIMATION,
CHARACTER_RETRACT_SIT_ANIMATION,
]
or not _character_animation_player.is_playing()
):
_complete_retract_animation()
func _set_fishing_visual_phase(phase: FishingVisualPhase) -> void:
if phase != FishingVisualPhase.NONE and _pocket_visual_active:
_complete_pocket_visual()
if _fishing_visual_phase == phase:
return
if (
_fishing_visual_phase == FishingVisualPhase.RETRACT
and phase != FishingVisualPhase.RETRACT
):
_complete_retract_animation()
if phase != FishingVisualPhase.RELEASE:
_fishing_after_release_pending = false
_fishing_visual_phase = phase
_fishing_visual_active = phase != FishingVisualPhase.NONE
_character_animation_name = &""
@ -304,19 +360,39 @@ var _sit_after_landing: bool = false
var _sitting_intent_pending: bool = false
var _sitting_intent_sequence: int = -1
var _held_fish_visible: bool = false
var _pending_held_fish_texture: Texture2D
var _pending_held_fish_scale: Vector3 = Vector3.ONE
var _held_art_kit_visible: bool = false
var _showcase_animation_active: bool = false
var _pocket_visual_active: bool = false
var _pocket_visual_target: PocketVisualTarget = PocketVisualTarget.NONE
var _pocket_visual_animation: StringName = &""
var _pocket_visual_finished_callback: Callable
var _pocket_visual_callback_runs_on_interrupt: bool = true
var _pocket_visual_midpoint_callback: Callable
var _pocket_visual_midpoint_called: bool = false
var _pocket_visual_generation: int = 0
var _fighting_visual_active: bool = false
var _fishing_visual_active: bool = false
var _fishing_visual_phase: FishingVisualPhase = FishingVisualPhase.NONE
var _fishing_after_release_pending: bool = false
var _retract_animation_completed: bool = true
var _fishing_rod: Node3D
var _fishing_rod_tip: Marker3D
var _fishing_rod_skeleton: Skeleton3D
var _fishing_rod_hand_bone: int = -1
var _fishing_rod_relative_basis: Basis = Basis.IDENTITY
var _active_item_is_rod: bool = false
var _controller_mapping_manager: ControllerMappingManagerType
func _ready() -> void:
if (
_character_animation_player != null
and not _character_animation_player.animation_finished.is_connected(
_on_character_animation_finished
)
):
_character_animation_player.animation_finished.connect(
_on_character_animation_finished
)
if not bag.contents_changed.is_connected(_on_bag_contents_changed):
bag.contents_changed.connect(_on_bag_contents_changed)
_apply_presented_appearance()
@ -362,38 +438,6 @@ func _initialize_fishing_rod() -> void:
_fishing_rod_tip = attachment.get_node(
"FishingRod/FishingRodTip"
) as Marker3D
_fishing_rod_skeleton = skeleton
_fishing_rod_hand_bone = skeleton.find_bone(&"hand.R")
if _fishing_rod_hand_bone < 0:
push_error("Player character right-hand bone is unavailable.")
return
_fishing_rod_relative_basis = (
skeleton.global_basis.orthonormalized().inverse()
* _fishing_rod.global_basis.orthonormalized()
)
_fishing_rod.top_level = true
_sync_fishing_rod_transform()
func _sync_fishing_rod_transform() -> void:
if (
_fishing_rod == null
or _fishing_rod_skeleton == null
or _fishing_rod_hand_bone < 0
):
return
var skeleton_transform := _fishing_rod_skeleton.global_transform
var hand_pose := _fishing_rod_skeleton.get_bone_global_pose(
_fishing_rod_hand_bone
)
var fixed_basis := (
skeleton_transform.basis.orthonormalized()
* _fishing_rod_relative_basis
)
_fishing_rod.global_transform = Transform3D(
fixed_basis.scaled(skeleton_transform.basis.get_scale().abs()),
(skeleton_transform * hand_pose).origin,
)
func _initialize_held_item_attachment() -> void:
@ -423,7 +467,6 @@ func _initialize_held_item_attachment() -> void:
func _physics_process(delta: float) -> void:
_sync_fishing_rod_transform()
if _network_interpolation_enabled:
_update_network_interpolation(delta)
return
@ -516,7 +559,6 @@ func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
_sync_fishing_rod_transform()
_update_character_animation()
# The hand bone supplies the attachment position, but its animated wrist
# rotation should not turn the flat fish/catch artwork edge-on. Keep each
@ -613,8 +655,22 @@ func _update_character_animation() -> void:
velocity.x * velocity.x + velocity.z * velocity.z
)
var is_walking: bool = horizontal_speed_squared > 0.0025
var fastest_non_sprint_speed := maxf(
walk_speed,
maxf(sneak_speed, slow_walk_speed)
)
var running_threshold := fastest_non_sprint_speed + 0.5
var is_running := (
is_walking
and horizontal_speed_squared > running_threshold * running_threshold
)
var held_show_item_visible: bool = (
_held_fish_visible or _held_art_kit_visible
)
var requested_animation: Array[StringName] = []
if _showcase_animation_active:
if _pocket_visual_active:
requested_animation = [_pocket_visual_animation]
elif _showcase_animation_active:
if _sitting:
requested_animation = [
CHARACTER_IDLE_SIT_SHOW_ANIMATION,
@ -644,11 +700,32 @@ func _update_character_animation() -> void:
]
elif _fishing_visual_active:
if _sitting:
requested_animation = [
CHARACTER_FISHING_SIT_ANIMATION,
CHARACTER_IDLE_SIT_ANIMATION,
&"idle_sit_loop",
]
match _fishing_visual_phase:
FishingVisualPhase.CASTING:
requested_animation = [
CHARACTER_CASTING_SIT_ANIMATION,
CHARACTER_FISHING_SIT_ANIMATION,
CHARACTER_IDLE_SIT_ANIMATION,
]
FishingVisualPhase.RELEASE:
requested_animation = [
CHARACTER_RELEASE_SIT_ANIMATION,
CHARACTER_FISHING_SIT_ANIMATION,
CHARACTER_IDLE_SIT_ANIMATION,
]
FishingVisualPhase.RETRACT:
requested_animation = [
CHARACTER_RETRACT_SIT_ANIMATION,
CHARACTER_RETRACT_ANIMATION,
CHARACTER_FISHING_SIT_ANIMATION,
CHARACTER_IDLE_SIT_ANIMATION,
]
_:
requested_animation = [
CHARACTER_FISHING_SIT_ANIMATION,
CHARACTER_IDLE_SIT_ANIMATION,
&"idle_sit_loop",
]
else:
match _fishing_visual_phase:
FishingVisualPhase.CASTING:
@ -663,13 +740,19 @@ func _update_character_animation() -> void:
CHARACTER_FISHING_ANIMATION,
CHARACTER_IDLE_ANIMATION,
]
FishingVisualPhase.RETRACT:
requested_animation = [
CHARACTER_RETRACT_ANIMATION,
CHARACTER_FISHING_ANIMATION,
CHARACTER_IDLE_ANIMATION,
]
_:
requested_animation = [
CHARACTER_FISHING_ANIMATION,
CHARACTER_IDLE_ANIMATION,
]
elif _sitting:
if _held_fish_visible:
if held_show_item_visible:
requested_animation = [
CHARACTER_IDLE_SIT_SHOW_ANIMATION,
&"idle_sit_show_loop",
@ -684,12 +767,26 @@ func _update_character_animation() -> void:
&"sitting",
&"idle_loop_sit",
]
elif is_walking and _held_fish_visible:
elif is_running and held_show_item_visible:
requested_animation = [
CHARACTER_RUNNING_SHOW_ANIMATION,
&"running_show_loop",
CHARACTER_WALKING_SHOW_ANIMATION,
&"walking_show_loop",
]
elif is_running:
requested_animation = [
CHARACTER_RUNNING_ANIMATION,
&"running_loop",
CHARACTER_WALKING_ANIMATION,
&"walking_loop",
]
elif is_walking and held_show_item_visible:
requested_animation = [
CHARACTER_WALKING_SHOW_ANIMATION,
&"walking_show_loop",
]
elif _held_fish_visible:
elif held_show_item_visible:
requested_animation = [
CHARACTER_IDLE_SHOW_ANIMATION,
&"idle_show_loop",
@ -716,6 +813,45 @@ func _update_character_animation() -> void:
_character_animation_name = next_animation
func _on_character_animation_finished(animation_name: StringName) -> void:
if animation_name in [
CHARACTER_POCKET_IDLE_IDLE_ANIMATION,
CHARACTER_POCKET_IDLE_SHOW_ANIMATION,
CHARACTER_POCKET_SHOW_SHOW_ANIMATION,
CHARACTER_POCKET_SHOW_IDLE_ANIMATION,
]:
if _pocket_visual_active:
_complete_pocket_visual()
return
if animation_name in [
CHARACTER_RETRACT_ANIMATION,
CHARACTER_RETRACT_SIT_ANIMATION,
]:
_complete_retract_animation()
return
if (
not _fishing_after_release_pending
or animation_name not in [
CHARACTER_RELEASE_ANIMATION,
CHARACTER_RELEASE_SIT_ANIMATION,
]
):
return
_fishing_after_release_pending = false
_set_fishing_visual_phase(FishingVisualPhase.FISHING)
func is_retract_visual_complete() -> bool:
return _retract_animation_completed
func _complete_retract_animation() -> void:
if _retract_animation_completed:
return
_retract_animation_completed = true
retract_visual_finished.emit()
func toggle_sitting() -> void:
if _sit_after_landing:
_sit_after_landing = false
@ -1006,6 +1142,9 @@ func capture_network_input(sequence: int) -> Dictionary:
"sneak": false,
"slow_walk": false,
"sitting": _sitting,
"casting": (
_fishing_visual_phase == FishingVisualPhase.CASTING
),
}
var axis: Vector2 = Input.get_vector(
"move_left",
@ -1022,6 +1161,7 @@ func capture_network_input(sequence: int) -> Dictionary:
"sneak": Input.is_action_pressed("sneak"),
"slow_walk": Input.is_action_pressed("slow_walk"),
"sitting": _sitting,
"casting": _fishing_visual_phase == FishingVisualPhase.CASTING,
}
@ -1039,6 +1179,7 @@ func apply_authoritative_network_input(data: Dictionary) -> void:
_network_sprint = bool(data.get("sprint", false))
_network_sneak = bool(data.get("sneak", false))
_network_slow_walk = bool(data.get("slow_walk", false))
_apply_network_casting(bool(data.get("casting", false)))
var sitting_requested: bool = bool(data.get("sitting", false))
if sitting_requested and not is_on_floor():
_sit_after_landing = true
@ -1057,6 +1198,7 @@ func make_network_snapshot(peer_id: int) -> Dictionary:
"visual_yaw": _visuals.rotation.y,
"grounded": is_on_floor(),
"sitting": _sitting,
"casting": _fishing_visual_phase == FishingVisualPhase.CASTING,
}
@ -1068,6 +1210,7 @@ func push_network_snapshot(snapshot: Dictionary) -> void:
_network_target_velocity = parsed["velocity"]
_network_target_visual_yaw = parsed["visual_yaw"]
_network_snapshot_age = 0.0
_apply_network_casting(bool(parsed["casting"]))
_set_sitting(bool(parsed["sitting"]))
if not _network_snapshot_ready:
global_position = _network_target_position
@ -1108,6 +1251,7 @@ func apply_network_teleport(snapshot: Dictionary) -> void:
global_position = parsed["position"]
velocity = parsed["velocity"]
_visuals.rotation.y = parsed["visual_yaw"]
_apply_network_casting(bool(parsed["casting"]))
_set_sitting(bool(parsed["sitting"]))
_network_target_position = global_position
_network_target_velocity = velocity
@ -1151,6 +1295,9 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
if snapshot.has("sitting") and typeof(snapshot.get("sitting")) != TYPE_BOOL:
return {}
var sitting: bool = bool(snapshot.get("sitting", false))
if snapshot.has("casting") and typeof(snapshot.get("casting")) != TYPE_BOOL:
return {}
var casting: bool = bool(snapshot.get("casting", false))
if (
not parsed_position.is_finite()
or not parsed_velocity.is_finite()
@ -1163,9 +1310,18 @@ func _parse_network_snapshot(snapshot: Dictionary) -> Dictionary:
"visual_yaw": visual_yaw,
"acknowledged_input": acknowledged_input,
"sitting": sitting,
"casting": casting,
}
func _apply_network_casting(casting: bool) -> void:
if casting:
if _fishing_visual_phase == FishingVisualPhase.NONE:
set_casting_visual()
elif _fishing_visual_phase == FishingVisualPhase.CASTING:
set_fishing_visual(false)
func _update_network_interpolation(delta: float) -> void:
if not _network_snapshot_ready:
return
@ -1324,41 +1480,274 @@ func get_fishing_rod() -> Node3D:
return _fishing_rod
func set_active_item_is_rod(active_is_rod: bool) -> void:
func set_active_item_is_rod(
active_is_rod: bool,
animate_transition: bool = false,
) -> void:
_active_item_is_rod = active_is_rod
if _showcase_rod_state_stored:
_showcase_rod_visibility = active_is_rod
else:
return
var visibility_changed: bool = _fishing_rod.visible != active_is_rod
if not animate_transition or not visibility_changed:
_fishing_rod.visible = active_is_rod
return
if _has_held_show_item() or _showcase_animation_active:
if not active_is_rod:
_fishing_rod.visible = false
return
if active_is_rod:
_fishing_rod.visible = false
_begin_pocket_visual(
PocketVisualTarget.IDLE_ITEM,
false,
false,
_apply_active_rod_visibility,
)
func _apply_active_rod_visibility() -> void:
if _showcase_rod_state_stored:
_showcase_rod_visibility = _active_item_is_rod
return
_fishing_rod.visible = _active_item_is_rod
func set_active_art_kit(icon: Texture2D, should_show: bool) -> void:
_held_art_kit_sprite.texture = icon if should_show else null
_held_art_kit_sprite.visible = should_show and icon != null
var new_visible: bool = should_show and icon != null
if not new_visible:
if _held_art_kit_visible:
_begin_pocket_visual(
PocketVisualTarget.ART_KIT,
true,
_held_fish_visible,
_clear_active_art_kit,
true,
_apply_pending_held_fish,
)
else:
_clear_active_art_kit()
return
var previous_show_pose: bool = _has_held_show_item()
var item_changed: bool = (
not _held_art_kit_visible
or _held_art_kit_sprite.texture != icon
)
_held_art_kit_visible = true
_held_art_kit_sprite.texture = icon
_held_art_kit_sprite.visible = true
_fishing_rod.visible = false
if item_changed:
_begin_pocket_visual(
PocketVisualTarget.ART_KIT,
previous_show_pose,
true,
Callable(),
)
else:
_update_character_animation()
func set_held_fish(
fish: FishDataType,
display_scale: float,
should_show: bool,
animate_put_away: bool = false,
) -> void:
if not should_show or fish == null or fish.display_texture == null:
_held_fish_visible = false
_held_fish_display.visible = false
_held_fish_display.scale = Vector3.ONE
_held_fish_sprite.texture = null
_update_character_animation()
if animate_put_away and _held_fish_visible:
_begin_pocket_visual(
PocketVisualTarget.HELD_FISH,
true,
_held_art_kit_visible,
_clear_held_fish,
)
else:
if _pocket_visual_target == PocketVisualTarget.HELD_FISH:
_cancel_pocket_visual()
_clear_held_fish()
return
var previous_show_pose: bool = _has_held_show_item()
var item_changed: bool = (
not _held_fish_visible
or _held_fish_sprite.texture != fish.display_texture
)
_held_fish_visible = true
_held_fish_sprite.texture = fish.display_texture
_held_fish_display.scale = (
_pending_held_fish_texture = fish.display_texture
_pending_held_fish_scale = (
Vector3.ONE
* maxf(display_scale, 0.01)
* catch_presentation_base_scale
)
_held_fish_display.visible = true
if not previous_show_pose:
_held_fish_display.visible = false
_fishing_rod.visible = false
if item_changed:
_begin_pocket_visual(
PocketVisualTarget.HELD_FISH,
previous_show_pose,
true,
Callable(),
false,
_apply_pending_held_fish,
)
else:
_apply_pending_held_fish()
_update_character_animation()
func _has_held_show_item() -> bool:
return _held_fish_visible or _held_art_kit_visible
func _clear_held_fish() -> void:
var was_visible: bool = _held_fish_visible
_held_fish_visible = false
_pending_held_fish_texture = null
_pending_held_fish_scale = Vector3.ONE
_held_fish_display.visible = false
_held_fish_display.scale = Vector3.ONE
_held_fish_sprite.texture = null
if was_visible:
_apply_active_rod_visibility()
_update_character_animation()
func _apply_pending_held_fish() -> void:
if not _held_fish_visible or _pending_held_fish_texture == null:
return
_held_fish_sprite.texture = _pending_held_fish_texture
_held_fish_display.scale = _pending_held_fish_scale
_held_fish_display.visible = true
func _clear_active_art_kit() -> void:
var was_visible: bool = _held_art_kit_visible
_held_art_kit_visible = false
_held_art_kit_sprite.texture = null
_held_art_kit_sprite.visible = false
if was_visible:
_apply_active_rod_visibility()
if _held_fish_visible:
_apply_pending_held_fish()
_update_character_animation()
func _begin_pocket_visual(
target: PocketVisualTarget,
starts_in_show_pose: bool,
ends_in_show_pose: bool,
finished_callback: Callable,
callback_runs_on_interrupt: bool = true,
midpoint_callback: Callable = Callable(),
) -> void:
var animation_name: StringName
if starts_in_show_pose:
animation_name = (
CHARACTER_POCKET_SHOW_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_SHOW_IDLE_ANIMATION
)
else:
animation_name = (
CHARACTER_POCKET_IDLE_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_IDLE_IDLE_ANIMATION
)
if _pocket_visual_active:
if (
_pocket_visual_target == target
and _pocket_visual_animation == animation_name
):
return
if _pocket_visual_callback_runs_on_interrupt:
_complete_pocket_visual()
else:
_cancel_pocket_visual()
if (
_sitting
or animation_name.is_empty()
or _character_animation_player == null
or not _character_animation_player.has_animation(animation_name)
):
if midpoint_callback.is_valid():
midpoint_callback.call()
if finished_callback.is_valid():
finished_callback.call()
_update_character_animation()
return
_pocket_visual_active = true
_pocket_visual_target = target
_pocket_visual_animation = animation_name
_pocket_visual_finished_callback = finished_callback
_pocket_visual_callback_runs_on_interrupt = callback_runs_on_interrupt
_pocket_visual_midpoint_callback = midpoint_callback
_pocket_visual_midpoint_called = false
_pocket_visual_generation += 1
var midpoint_generation: int = _pocket_visual_generation
_update_character_animation()
_schedule_pocket_visual_midpoint(midpoint_generation, animation_name)
func _schedule_pocket_visual_midpoint(
generation: int,
animation_name: StringName,
) -> void:
if not _pocket_visual_midpoint_callback.is_valid():
return
var animation: Animation = _character_animation_player.get_animation(
animation_name
)
var midpoint_seconds: float = maxf(animation.length * 0.5, 0.0)
if midpoint_seconds > 0.0:
await get_tree().create_timer(midpoint_seconds, false).timeout
if (
generation != _pocket_visual_generation
or not _pocket_visual_active
or _pocket_visual_animation != animation_name
):
return
_apply_pocket_visual_midpoint()
func _apply_pocket_visual_midpoint() -> void:
if _pocket_visual_midpoint_called:
return
_pocket_visual_midpoint_called = true
var midpoint_callback: Callable = _pocket_visual_midpoint_callback
_pocket_visual_midpoint_callback = Callable()
if midpoint_callback.is_valid():
midpoint_callback.call()
func _complete_pocket_visual() -> void:
if not _pocket_visual_active:
return
var finished_callback: Callable = _pocket_visual_finished_callback
_pocket_visual_active = false
_pocket_visual_target = PocketVisualTarget.NONE
_pocket_visual_animation = &""
_pocket_visual_finished_callback = Callable()
_pocket_visual_callback_runs_on_interrupt = true
_pocket_visual_midpoint_callback = Callable()
_pocket_visual_midpoint_called = false
_pocket_visual_generation += 1
if finished_callback.is_valid():
finished_callback.call()
_update_character_animation()
func _cancel_pocket_visual() -> void:
_pocket_visual_active = false
_pocket_visual_target = PocketVisualTarget.NONE
_pocket_visual_animation = &""
_pocket_visual_finished_callback = Callable()
_pocket_visual_callback_runs_on_interrupt = true
_pocket_visual_midpoint_callback = Callable()
_pocket_visual_midpoint_called = false
_pocket_visual_generation += 1
func get_cast_origin_position() -> Vector3:
return _cast_origin.global_position
@ -1366,8 +1755,9 @@ func get_cast_origin_position() -> Vector3:
func begin_catch_showcase(fish_catch: FishCatchType) -> void:
if fish_catch == null or not fish_catch.is_valid():
return
if _pocket_visual_target == PocketVisualTarget.CATCH_SHOWCASE:
_cancel_pocket_visual()
_showcase_animation_active = true
_update_character_animation()
_kill_showcase_camera_tween()
_kill_showcase_restore_tween()
_capture_showcase_camera_snapshot()
@ -1387,6 +1777,7 @@ func begin_catch_showcase(fish_catch: FishCatchType) -> void:
* catch_presentation_base_scale
)
_catch_display.visible = _catch_sprite.texture != null
_update_character_animation()
func begin_remote_catch_showcase(fish_catch: FishCatchType) -> void:
@ -1394,7 +1785,6 @@ func begin_remote_catch_showcase(fish_catch: FishCatchType) -> void:
return
end_catch_showcase(Callable(), true)
_showcase_animation_active = true
_update_character_animation()
_showcase_rod_visibility = _fishing_rod.visible
_showcase_rod_state_stored = true
_fishing_rod.visible = false
@ -1405,12 +1795,28 @@ func begin_remote_catch_showcase(fish_catch: FishCatchType) -> void:
* catch_presentation_base_scale
)
_catch_display.visible = _catch_sprite.texture != null
_update_character_animation()
func end_catch_showcase(
restored_callback: Callable = Callable(),
immediate: bool = false,
pocket_completed: bool = false,
) -> void:
if immediate and _pocket_visual_target == PocketVisualTarget.CATCH_SHOWCASE:
_cancel_pocket_visual()
elif (
not pocket_completed
and _showcase_animation_active
and _catch_display.visible
):
_begin_pocket_visual(
PocketVisualTarget.CATCH_SHOWCASE,
true,
false,
end_catch_showcase.bind(restored_callback, false, true),
)
return
_showcase_animation_active = false
_update_character_animation()
_kill_showcase_turn_tween()