remove DebugCollisionShape
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@@ -1,68 +0,0 @@
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class_name DebugCollisionShapes
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const MARGIN = 0.01
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var is_visible: bool = true
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var _mesh_nodes: Array[MeshInstance3D] = []
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func init(children: Array[Node], parent: Node, material: Material) -> void:
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for child in children:
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if child is not CollisionShape3D:
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continue
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var shape_node: CollisionShape3D = child as CollisionShape3D
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if shape_node.shape == null:
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continue
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var mesh_node := MeshInstance3D.new()
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if shape_node.shape is BoxShape3D:
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var shape := shape_node.shape as BoxShape3D
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var mesh := BoxMesh.new()
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mesh.size = shape.size
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mesh_node.mesh = mesh
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if shape_node.shape is CapsuleShape3D:
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var shape := shape_node.shape as CapsuleShape3D
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var mesh := CapsuleMesh.new()
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mesh.radius = shape.radius + MARGIN
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mesh.height = shape.height + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 1
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mesh_node.mesh = mesh
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if shape_node.shape is SphereShape3D:
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var shape := shape_node.shape as SphereShape3D
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var mesh := SphereMesh.new()
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mesh.radius = shape.radius + MARGIN
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mesh.height = shape.radius * 2 + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 4
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mesh_node.mesh = mesh
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if shape_node.shape is CylinderShape3D:
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var shape := shape_node.shape as CylinderShape3D
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var mesh := CylinderMesh.new()
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mesh.top_radius = shape.radius + MARGIN
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mesh.bottom_radius = shape.radius + MARGIN
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mesh.height = shape.height + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 0
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mesh_node.mesh = mesh
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mesh_node.material_override = material
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mesh_node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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mesh_node.visible = Debugger.mode == Debugger.Mode.FULL
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parent.add_child(mesh_node)
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mesh_node.global_transform = (child as Node3D).global_transform
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_mesh_nodes.append(mesh_node)
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Debugger.mode_changed.connect(_on_debugger_mode_changed)
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func set_visibility(visible: bool) -> void:
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is_visible = visible
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for node in _mesh_nodes:
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node.visible = is_visible and Debugger.mode == Debugger.Mode.FULL
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func _on_debugger_mode_changed(mode: Debugger.Mode) -> void:
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for mesh_node in _mesh_nodes:
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mesh_node.visible = mode == Debugger.Mode.FULL
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@@ -1 +0,0 @@
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uid://bpnxcjqwxcyyi
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@@ -39,6 +39,7 @@ func _ready() -> void:
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assert(_label2, str(self) + ": _label2 missing!")
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assert(_label3, str(self) + ": _label2 missing!")
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assert(_label4, str(self) + ": _label2 missing!")
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instance = self
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_control.draw.connect(_on_control_draw)
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Inputer.mode_changed.connect(_on_inputer_mode_changed)
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# enabled = OS.has_feature("editor")
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@@ -89,7 +90,9 @@ static func vector(
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if not show_debug():
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return
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instance._vectors_to_draw[key] = {"from": from, "to": to, "color": color, "on": true}
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instance._vectors_to_draw[key] = {
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"from": from, "to": to, "color": color, "on": true
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}
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static func line(
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@@ -110,7 +113,9 @@ static func marker(
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if not show_debug():
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return
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instance._markers_to_draw[key] = ({"pos": pos, "radius": radius, "color": color, "on": true})
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instance._markers_to_draw[key] = ({
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"pos": pos, "radius": radius, "color": color, "on": true
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})
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static func circle(key: String, pos: Vector3, color: Color = DEFAULT_COLOR) -> void:
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@@ -9,7 +9,6 @@ static var instances: Array[Player]
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@export var _device_index: int = 0
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@export var _respawn_height: float = -5
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@export var _collision_debug_material: Material
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@export_group("References")
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@export var attack: PlayerAttacker
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@@ -20,7 +19,6 @@ var movement: PlayerMovementHandler = PlayerMovementHandler.new()
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var aiming: PlayerAimingHandler = PlayerAimingHandler.new()
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var _respawn_point: Vector3
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var _debug_collision_shapes := DebugCollisionShapes.new()
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static func is_single_player() -> bool:
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@@ -30,7 +28,6 @@ static func is_single_player() -> bool:
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func _ready() -> void:
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_respawn_point = global_position
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instances.append(self)
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_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
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func _process(_delta: float) -> void:
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@@ -26,8 +26,6 @@ enum Side { RIGHT, LEFT }
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var side := Side.RIGHT
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var _debug_collision_shapes := DebugCollisionShapes.new()
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var _cooldown_timer: float
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var _hit_window_timer: float
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var _queue_hit_stop: bool
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@@ -43,7 +41,6 @@ func _ready() -> void:
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position.y = Projectile.HEIGHT
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_set_collision_size(attack_radius)
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_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
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func _process(delta: float) -> void:
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@@ -52,8 +49,6 @@ func _process(delta: float) -> void:
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if _hit_window_timer > 0:
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_hit_window_timer -= delta
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elif _debug_collision_shapes.is_visible:
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_debug_collision_shapes.set_visibility(false)
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if _queue_hit_stop:
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_queue_hit_stop = false
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@@ -108,7 +103,6 @@ func attack() -> void:
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_cooldown_timer = _cooldown_time
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_hit_window_timer = _hit_window_time
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_debug_collision_shapes.set_visibility(true)
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side = Side.LEFT if side == Side.RIGHT else Side.RIGHT
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attacked.emit()
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@@ -6,7 +6,6 @@ const MAX_STRETCH: float = 0.75
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@export var _speed_stretch_factor: float = 100
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@export var _collision_debug_material: Material
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@export var _hit_particles_scene: PackedScene
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@export var _destroy_particles_scene: PackedScene
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@@ -21,12 +20,9 @@ var _size: float = 0.25
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var _life_timer: float
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var _debug_collision_shapes := DebugCollisionShapes.new()
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func _ready() -> void:
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_life_timer = _lifetime
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_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
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global_position = _start_position
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body_entered.connect(_on_body_entered)
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_model_mesh.rotation = Vector3(
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@@ -32,17 +32,6 @@ var _current_prompts: CompressedTexture2D = _prompts_xbox
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func _ready() -> void:
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Input.joy_connection_changed.connect(_on_input_joy_connection_changed)
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Debugger.add_event("mode_changed")
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mode_changed.connect(
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func(new_mode: Mode) -> void:
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Debugger.event_emitted("mode_changed", [Mode.keys()[new_mode]])
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)
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Debugger.add_event("joy_connection_changed")
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Input.joy_connection_changed.connect(
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func(device: int, connected: bool) -> void:
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Debugger.event_emitted("joy_connection_changed", [device, connected])
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)
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_get_controller_type()
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@@ -59,9 +48,6 @@ func _input(event: InputEvent) -> void:
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mode = Mode.KB_MOUSE
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mode_changed.emit(mode)
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if Debugger.show_debug() and event.is_pressed():
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Debugger.text("input", _get_event_prompt_current_mode(event))
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func get_vector_from_raw_strengths(
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negative_x: float,
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