proto3 initial commit
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54
proto3/godot/autoloads/global.gd
Normal file
54
proto3/godot/autoloads/global.gd
Normal file
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extends Node
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var raycasts_count = 100
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var raycast_queue = []
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func _ready():
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set_save_slot(0)
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func visibility_check(ch1, ch2):
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var direction: Vector3 = -ch1.global_transform.basis[2].normalized()
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var to_ch2: Vector3 = (ch2.global_transform.origin - ch1.global_transform.origin).normalized()
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var angle = direction.angle_to(to_ch2)
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if abs(angle) < PI / 2.0:
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var space_state = ch1.get_world().direct_space_state
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var ch1_pos = ch1.global_transform.origin
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var ch2_pos = ch2.global_transform.origin
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var up = Vector3(0, 0.6, 0)
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var front_result = space_state.intersect_ray(ch1_pos + up, ch2_pos + up,
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[ch1, ch2], 0xffff)
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if !front_result.has("collider"):
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return true
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return false
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var player = null
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var smart_object = []
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const save_slot_base = "user://save"
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var save_slot = ""
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func set_save_slot(id: int):
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save_slot = save_slot_base + str(id)
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var save_data: Dictionary = {}
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func save_characters():
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for k in get_tree().get_nodes_in_group("characters"):
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var spawner = k.get_meta("spawner")
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var stats = {}
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for s in rpg.save_stats:
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stats[s] = k.get_meta(s)
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spawner.set_meta("stats", stats)
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func save_game():
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assert(save_slot.length() > 0)
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var fd = File.new()
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fd.open(save_slot, File.WRITE)
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var data = JSON.print(save_data, "\t", true)
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fd.store_string(data)
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fd.close()
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func load_game():
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assert(save_slot.length() > 0)
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var fd = File.new()
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if fd.open(save_slot, File.READ) == OK:
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var data = fd.get_as_text()
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var parse: = JSON.parse(data)
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save_data = parse.result
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fd.close()
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