Walking through a portal (buggy)
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@ -1,10 +1,10 @@
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"""
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Asset: Godot Simple Portal System
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File: collision_disable_area.gd
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Description: An area in which collisions are disabled for physics bodies based on the "disabled_collision_masks" metadata array.
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Instructions: For detailed documentation, see the README or visit: https://github.com/Donitzo/godot-simple-portal-system
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Repository: https://github.com/Donitzo/godot-simple-portal-system
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License: CC0 License
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Asset: Godot Simple Portal System
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File: collision_disable_area.gd
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Description: An area in which collisions are disabled for physics bodies based on the "disabled_collision_masks" metadata array.
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Instructions: For detailed documentation, see the README or visit: https://github.com/Donitzo/godot-simple-portal-system
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Repository: https://github.com/Donitzo/godot-simple-portal-system
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License: CC0 License
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"""
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extends Area3D
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@ -17,79 +17,79 @@ class_name CollisionDisableArea
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var _disables:Array = []
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func _ready() -> void:
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connect("body_entered", _on_body_entered)
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connect("body_exited", _on_body_exited)
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connect("body_entered", _on_body_entered)
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connect("body_exited", _on_body_exited)
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func _process(delta:float) -> void:
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for i in range(_disables.size() - 1, -1, -1):
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var disable_info:Dictionary = _disables[i]
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if not is_instance_valid(disable_info.body):
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# Body has been freed, remove disable info
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_disables.remove_at(i)
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continue
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if not disable_info.left:
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# The body has yet to leave the area
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continue
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for i in range(_disables.size() - 1, -1, -1):
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var disable_info:Dictionary = _disables[i]
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if not is_instance_valid(disable_info.body):
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# Body has been freed, remove disable info
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_disables.remove_at(i)
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continue
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if not disable_info.left:
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# The body has yet to leave the area
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continue
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# The body left the area, so reduce its timeout before removal
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disable_info.seconds_until_enable -= delta
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if disable_info.seconds_until_enable > 0:
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continue
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_disables.remove_at(i)
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# Re-enable collision masks
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for layer_number in disable_info.disabled_layers:
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# Only consider layers which were enabled to begin with
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if disable_info.disable_count.has(layer_number):
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# Decrement disables so only the final area actually disables the mask
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disable_info.disable_count[layer_number] -= 1
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if disable_info.disable_count[layer_number] == 0:
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# Final disable, so re-enable the collision mask
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disable_info.body.set_collision_mask_value(layer_number, true)
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# The body left the area, so reduce its timeout before removal
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disable_info.seconds_until_enable -= delta
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if disable_info.seconds_until_enable > 0:
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continue
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_disables.remove_at(i)
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# Re-enable collision masks
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for layer_number in disable_info.disabled_layers:
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# Only consider layers which were enabled to begin with
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if disable_info.disable_count.has(layer_number):
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# Decrement disables so only the final area actually disables the mask
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disable_info.disable_count[layer_number] -= 1
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if disable_info.disable_count[layer_number] == 0:
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# Final disable, so re-enable the collision mask
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disable_info.body.set_collision_mask_value(layer_number, true)
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func _on_body_entered(body:PhysicsBody3D) -> void:
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if not body.has_meta("disabled_collision_masks"):
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return
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if not body.has_meta("disabled_collision_masks"):
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return
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# Is the body already disabled by this area?
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for disable_info in _disables:
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if disable_info.body == body:
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# Reset left and timeout
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disable_info.left = false
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disable_info.seconds_until_enable = re_enable_delay_seconds
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return
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# Is the body already disabled by this area?
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for disable_info in _disables:
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if disable_info.body == body:
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# Reset left and timeout
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disable_info.left = false
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disable_info.seconds_until_enable = re_enable_delay_seconds
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return
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# Keep track of the number of times each collision mask is disabled in a meta field
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if not body.has_meta("collision_disable_count"):
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body.set_meta("collision_disable_count", {})
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var disable_count:Dictionary = body.get_meta("collision_disable_count")
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# Keep track of the number of times each collision mask is disabled in a meta field
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if not body.has_meta("collision_disable_count"):
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body.set_meta("collision_disable_count", {})
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var disable_count:Dictionary = body.get_meta("collision_disable_count")
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# Disable the collision masks specified in the "disabled_collision_masks" metadata array
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var disabled_layers:Array = body.get_meta("disabled_collision_masks")
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for layer_number in disabled_layers:
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# Only consider layers which were enabled to begin with
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if disable_count.has(layer_number) or body.get_collision_mask_value(layer_number):
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# Increment disables so only the first area actually disables the mask
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disable_count[layer_number] = 1 if not disable_count.has(layer_number) else disable_count[layer_number] + 1
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if disable_count[layer_number] == 1:
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# First disable, so disable the collision mask
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body.set_collision_mask_value(layer_number, false)
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# Keep a reference to all current disables in the area
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_disables.push_back({
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"body": body,
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"disabled_layers": disabled_layers,
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"disable_count": disable_count,
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"seconds_until_enable": re_enable_delay_seconds,
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"left": false,
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})
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# Disable the collision masks specified in the "disabled_collision_masks" metadata array
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var disabled_layers:Array = body.get_meta("disabled_collision_masks")
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for layer_number in disabled_layers:
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# Only consider layers which were enabled to begin with
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if disable_count.has(layer_number) or body.get_collision_mask_value(layer_number):
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# Increment disables so only the first area actually disables the mask
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disable_count[layer_number] = 1 if not disable_count.has(layer_number) else disable_count[layer_number] + 1
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if disable_count[layer_number] == 1:
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# First disable, so disable the collision mask
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body.set_collision_mask_value(layer_number, false)
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# Keep a reference to all current disables in the area
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_disables.push_back({
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"body": body,
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"disabled_layers": disabled_layers,
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"disable_count": disable_count,
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"seconds_until_enable": re_enable_delay_seconds,
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"left": false,
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})
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func _on_body_exited(body:PhysicsBody3D) -> void:
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if body.has_meta("disabled_collision_masks"):
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for disable_info in _disables:
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if disable_info.body == body:
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# Mark the body as having left the area
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disable_info.left = true
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if body.has_meta("disabled_collision_masks"):
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for disable_info in _disables:
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if disable_info.body == body:
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# Mark the body as having left the area
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disable_info.left = true
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@ -10,16 +10,21 @@
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extends Area3D
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class_name SimplePortalTeleport
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var _parent_portal:Portal
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var _parent_portal: Portal
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func _ready():
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_parent_portal = get_parent() as Portal
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if _parent_portal == null:
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push_error("The PortalTeleport \"%s\" is not a child of a Portal instance" % name)
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connect("area_entered", _on_area_entered)
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area_entered.connect(_on_area_entered)
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body_entered.connect(_on_body_entered)
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func _on_area_entered(area:Area3D):
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func _on_area_entered(area: Area3D) -> void:
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if area.has_meta("teleportable_root"):
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var root:Node3D = area.get_node(area.get_meta("teleportable_root"))
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root.global_transform = _parent_portal.real_to_exit_transform(root.global_transform)
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func _on_body_entered(body: Node3D) -> void:
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if body.has_meta("teleportable"):
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body.global_transform = _parent_portal.real_to_exit_transform(body.global_transform)
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44
main.tscn
44
main.tscn
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[gd_scene load_steps=7 format=3 uid="uid://dpatwnepecl8r"]
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[gd_scene load_steps=13 format=3 uid="uid://dpatwnepecl8r"]
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[ext_resource type="MeshLibrary" uid="uid://bedqgubx1g1uf" path="res://prototypes.tres" id="1_ig7tw"]
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[ext_resource type="Script" uid="uid://bp1bo57yqtv65" path="res://player.gd" id="2_0xm2m"]
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[ext_resource type="ArrayMesh" uid="uid://bqilnvlfws6xh" path="res://portal-mesh.tres" id="3_1bvp3"]
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[ext_resource type="Script" uid="uid://d2bvvjsibau8c" path="res://addons/simple-portal-system/scripts/portal.gd" id="4_lquwl"]
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[ext_resource type="Script" uid="uid://bkv7t4hw21byg" path="res://addons/simple-portal-system/scripts/simple_portal_teleport.gd" id="5_lquwl"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_ig7tw"]
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sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
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@ -13,13 +16,19 @@ sky_material = SubResource("ProceduralSkyMaterial_ig7tw")
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[sub_resource type="Environment" id="Environment_h2yge"]
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background_mode = 2
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sky = SubResource("Sky_0xm2m")
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tonemap_mode = 2
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glow_enabled = true
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_0xm2m"]
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radius = 0.4
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radius = 0.05
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height = 1.75
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[sub_resource type="Environment" id="Environment_lquwl"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_1bvp3"]
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size = Vector3(2, 2.5, 0.2)
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[sub_resource type="Environment" id="Environment_7mycd"]
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[node name="Main" type="Node3D"]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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@ -60,6 +69,7 @@ omni_range = 4.0
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[node name="Player" type="CharacterBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.28597, -3)
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script = ExtResource("2_0xm2m")
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metadata/teleportable = true
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[node name="Camera3D" type="Camera3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.32153, 0)
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@ -67,3 +77,31 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.32153, 0)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.875, 0)
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shape = SubResource("CapsuleShape3D_0xm2m")
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[node name="P_white_wide" type="MeshInstance3D" parent="." node_paths=PackedStringArray("exit_portal")]
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transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 0, 2, -6.5)
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mesh = ExtResource("3_1bvp3")
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script = ExtResource("4_lquwl")
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exit_environment = SubResource("Environment_lquwl")
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exit_portal = NodePath("../P_green_wide")
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[node name="Teleport" type="Area3D" parent="P_white_wide"]
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script = ExtResource("5_lquwl")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="P_white_wide/Teleport"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.1)
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shape = SubResource("BoxShape3D_1bvp3")
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[node name="P_green_wide" type="MeshInstance3D" parent="." node_paths=PackedStringArray("exit_portal")]
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transform = Transform3D(1.1, 0, 0, 0, 1.1, 0, 0, 0, 1.1, 16, 2, -6.5)
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mesh = ExtResource("3_1bvp3")
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script = ExtResource("4_lquwl")
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exit_environment = SubResource("Environment_7mycd")
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exit_portal = NodePath("../P_white_wide")
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[node name="Teleport" type="Area3D" parent="P_green_wide"]
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script = ExtResource("5_lquwl")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="P_green_wide/Teleport"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.1)
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shape = SubResource("BoxShape3D_1bvp3")
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