96 lines
3.9 KiB
GDScript
96 lines
3.9 KiB
GDScript
"""
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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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class_name CollisionDisableArea
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## Seconds until collisions are re-enabled after the body leaves the area.
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@export var re_enable_delay_seconds:float = 0.1
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# Info about the disabled bodies
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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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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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# 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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# 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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# 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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