a bit of restructuring, renaming, and c sharp setup

This commit is contained in:
2025-03-24 21:55:34 +01:00
parent e0b5a26ee6
commit 4f312209b3
461 changed files with 1397 additions and 349 deletions
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extends Camera2D
@export var multiplier = 1.0
@export var followNode: Node2D
func _ready() -> void:
pass
func _process(delta: float) -> void:
transform.origin.x = followNode.transform.origin.x
transform.origin.y = followNode.transform.origin.y
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uid://51hbiq1mdpv1
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extends Node3D
@export var canPitch: bool = false
@export var canYaw: bool = false
@export var rotateSpeed: float = 0.003
@onready var sub_pivot: Node3D = $SubPivot
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event):
if event.is_action_pressed("click"):
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if event is InputEventMouseMotion:
if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED: return
if canYaw: sub_pivot.rotate_x(event.relative.y * -rotateSpeed)
if canPitch: rotate_y(event.relative.x * -rotateSpeed)
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uid://c4fc60lv6436s
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extends Node
class_name DialogicStarter
func open(timeline: String):
Dialogic.start(timeline)
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uid://d2486x6upmwqq
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extends Node3D
@onready var area_3d: Area3D = $Area3D
@onready var label_3d: Label3D = $Label3D
signal interacted
func _process(delta: float) -> void:
if area_3d.has_overlapping_bodies():
label_3d.show()
else:
label_3d.hide()
func _input(event: InputEvent) -> void:
if event.is_action("interact") && event.is_pressed() && area_3d.has_overlapping_bodies():
interacted.emit()
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extends Node2D
@export var speed: float = 100.0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_pressed("move_right"):
position.x += speed * delta
if Input.is_action_pressed("move_left"):
position.x -= speed * delta
if Input.is_action_pressed("move_up"):
position.y -= speed * delta
if Input.is_action_pressed("move_down"):
position.y += speed * delta
if Input.is_action_just_pressed("ui_up"):
Dialogic.start("test_time_line")
if Input.is_action_just_pressed("ui_down"):
if TranslationServer.get_locale() == "en":
TranslationServer.set_locale("de")
else:
TranslationServer.set_locale("en")
pass
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extends CharacterBody3D
@export var SPEED = 1.0
@onready var camera_3d: Camera3D = $CameraPivot/SubPivot/Camera3D
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += Vector3.DOWN * delta
# Handle jump.
#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
input_dir = input_dir.rotated(-camera_3d.global_rotation.y)
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
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uid://dke381v8tafqn