(potetial noise) improved assets, gameplay, workflow, moving towards blender-2.80
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@@ -7,6 +7,7 @@ var master_node: Node
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var camera: Camera
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var monitored_objects = []
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var mon_labels = {}
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var talk_icon = preload("res://ui/act_talk.tscn")
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func _ready():
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pass
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func _process(delta):
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@@ -59,8 +60,12 @@ func _process(delta):
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if act_dist < 4.0 && monitored_objects.size() < 4:
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print("act2: ", act_obj, " ", act_dist)
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monitored_objects.push_back(act_obj)
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mon_labels[act_obj] = Label.new()
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mon_labels[act_obj].text = act_obj.get_act()
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if act_obj.is_in_group("characters"):
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mon_labels[act_obj] = talk_icon.instance()
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else:
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mon_labels[act_obj] = Button.new()
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mon_labels[act_obj].text = act_obj.get_act()
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mon_labels[act_obj].connect("pressed", self, "emit_signal", ["action1", act_obj])
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add_child(mon_labels[act_obj])
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mon_labels[act_obj].rect_position = camera.unproject_position(act_obj.global_transform.origin)
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for k in monitored_objects:
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@@ -85,15 +90,19 @@ func _unhandled_input(event):
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if event.button_mask & BUTTON_MASK_LEFT:
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click2d = event.position
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click2d_update = true
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print("click!")
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func _physics_process(delta):
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if click2d_update:
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print("click! 2")
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var space := camera.get_world().direct_space_state
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var ray_origin : = camera.project_ray_origin(click2d)
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var ray_normal : = camera.project_ray_normal(click2d)
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var result := space.intersect_ray(ray_origin, ray_origin + ray_normal * 120.0, [], 512, true, false)
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print(result)
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if result.has("position"):
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click3d = result.position
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click3d_update = true
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print("click! 3")
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emit_signal("user_click", click3d)
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click2d_update = false
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