netfishing/gathering/world_gatherable.gd

113 lines
3 KiB
GDScript

class_name WorldGatherable
extends Node3D
const GatherableDataType = preload("res://gathering/gatherable_data.gd")
var entity_id: String = ""
var type_id: StringName
var data: GatherableDataType
var _sprite: Sprite3D
var _target_position: Vector3
var _target_yaw: float = 0.0
var _has_state: bool = false
var _despawning: bool = false
func configure(
configured_entity_id: String,
configured_data: GatherableDataType,
position: Vector3,
yaw: float,
) -> void:
entity_id = configured_entity_id
data = configured_data
type_id = data.type_id if data != null else StringName()
_ensure_visual()
if data != null and data.catch_data != null:
_sprite.texture = data.catch_data.display_texture
_sprite.pixel_size = data.sprite_pixel_size
_sprite.rotation_degrees.x = data.sprite_tilt_degrees
apply_network_state(position, yaw, true)
func apply_network_state(
position: Vector3,
yaw: float,
immediate: bool = false,
) -> void:
if _despawning or not position.is_finite() or not is_finite(yaw):
return
_target_position = position
_target_yaw = yaw
if immediate or not _has_state:
global_position = position
rotation.y = yaw
_has_state = true
func play_despawn(with_dust: bool) -> void:
if _despawning:
return
_despawning = true
if with_dust:
_emit_dust()
var tween: Tween = create_tween()
tween.set_parallel(true)
tween.set_trans(Tween.TRANS_QUAD)
tween.set_ease(Tween.EASE_IN)
if _sprite != null:
tween.tween_property(_sprite, "position:y", -0.3, 0.3)
tween.tween_property(_sprite, "scale", Vector3(0.75, 0.75, 0.75), 0.3)
tween.chain().tween_callback(queue_free)
func _process(delta: float) -> void:
if not _has_state or _despawning:
return
global_position = global_position.lerp(
_target_position,
1.0 - exp(-10.0 * delta),
)
rotation.y = lerp_angle(
rotation.y,
_target_yaw,
1.0 - exp(-8.0 * delta),
)
func _ensure_visual() -> void:
if _sprite != null:
return
_sprite = Sprite3D.new()
_sprite.name = "GatherableSprite"
_sprite.position.y = 0.22
_sprite.shaded = false
_sprite.double_sided = true
_sprite.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
add_child(_sprite)
func _emit_dust() -> void:
var particles := CPUParticles3D.new()
particles.name = "DustPoof"
particles.amount = 9
particles.lifetime = 0.55
particles.one_shot = true
particles.explosiveness = 1.0
particles.direction = Vector3.UP
particles.spread = 58.0
particles.gravity = Vector3(0.0, -2.4, 0.0)
particles.initial_velocity_min = 0.65
particles.initial_velocity_max = 1.25
particles.scale_amount_min = 0.7
particles.scale_amount_max = 1.35
var dust_material := StandardMaterial3D.new()
dust_material.albedo_color = Color(0.58, 0.46, 0.31, 0.85)
dust_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
dust_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
var dust_mesh := BoxMesh.new()
dust_mesh.size = Vector3(0.1, 0.1, 0.1)
dust_mesh.material = dust_material
particles.mesh = dust_mesh
add_child(particles)
particles.emitting = true