Refactor fishing surfaces around authored water
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9f52620a73
commit
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11 changed files with 198 additions and 172 deletions
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@ -1,9 +1,6 @@
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class_name RemoteFishingPresentation
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extends Node3D
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const WaterSurfaceMotionType = preload(
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"res://world/water_surface_motion.gd"
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)
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const LINE_THICKNESS: float = 0.016
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signal return_completed
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@ -157,10 +154,6 @@ func _set_cast_sample(
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) -> void:
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_target = start.lerp(target, progress)
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_target.y += sin(progress * PI) * 2.0
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_target.y += (
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WaterSurfaceMotionType.get_default_height_offset()
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* smoothstep(0.72, 1.0, progress)
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)
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_bobber.global_position = _target
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@ -175,10 +168,7 @@ func _on_cast_finished() -> void:
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func _apply_bobber_idle_motion() -> void:
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var phase: float = _bobber_idle_elapsed * 0.7 * TAU
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_target = _pending_target + Vector3.UP * (
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WaterSurfaceMotionType.get_default_height_offset()
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+ sin(phase) * 0.035
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)
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_target = _pending_target + Vector3.UP * sin(phase) * 0.035
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_bobber.global_position = _target
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_bobber.rotation.z = deg_to_rad(4.0) * sin(phase * 0.73)
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