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2 Commits
633c8e3ca7
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89477e7ce8
Author | SHA1 | Date |
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ktyl | 89477e7ce8 | |
ktyl | 8d80cdb372 |
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@ -0,0 +1,4 @@
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{
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"editor.formatOnSave": true,
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"editor.formatOnType": true
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}
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@ -7,12 +7,13 @@
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[node name="Main" type="Node2D"]
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[node name="Train" parent="." instance=ExtResource( 1 )]
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_speed = 5.0
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_railwayPath = NodePath("../Railway")
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[node name="DirectionalLight" type="DirectionalLight" parent="."]
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transform = Transform( 0.515898, 0.606099, -0.605386, -0.393123, 0.795389, 0.461314, 0.76112, -2.26831e-08, 0.648611, 0, 0, 0 )
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[node name="OrbitCamera" parent="." instance=ExtResource( 3 )]
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_speed = 1.0
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_speed = 0.5
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[node name="Railway" parent="." instance=ExtResource( 2 )]
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script = null
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@ -6,4 +6,5 @@
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script = ExtResource( 1 )
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( 0.636065, -0.249781, 0.73009, 0, 0.946159, 0.323703, -0.771636, -0.205896, 0.601818, 8.49012, 5.30069, 6.71091 )
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transform = Transform( 1, 0, 0, 0, 0.913325, 0.407231, 0, -0.407231, 0.913325, 0, 24.1191, 58.6188 )
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fov = 25.0
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@ -1,22 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[sub_resource type="CSharpScript" id=1]
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script/source = "using Godot;
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using System;
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public class RailNode : Spatial
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{
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public override void _Ready()
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{
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}
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// public override void _Process(float delta)
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// {
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//
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// }
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}
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"
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[node name="Spatial" type="Spatial"]
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script = SubResource( 1 )
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@ -1,23 +1,30 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scripts/Railway.cs" type="Script" id=1]
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[sub_resource type="Curve3D" id=1]
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bake_interval = 0.01
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_data = {
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"points": PoolVector3Array( 0, 0, 0, 0, 0, 0, 8.10688, -1.81506, 7.57791, 0, 0, 0, 0, 0, 0, -4.46766, -3.67929, 0.175438, 0, 0, 0, 0, 0, 0, -6.79476, 2.00362, -6.79993, 0, 0, 0, 0, 0, 0, 5.56111, 6.33345, -1.84912, 0, 0, 0, 0, 0, 0, 11.2517, 3.50708, 4.91382, 0, 0, 0, 0, 0, 0, 14.9168, -0.251479, 11.0718 ),
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"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0 )
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"points": PoolVector3Array( -2.68413, 0, -1.21546, 2.68413, 0, 1.21546, -20.005, 0, -8.27961, -0.202576, 0, -2.12705, 0.202576, 0, 2.12705, -15.5484, 0.00448608, -2.35426, -1.06352, 0, -2.88671, 1.06352, 0, 2.88671, -16.1055, 0.000946045, 5.85007, -3.24122, 0, 0.202576, 3.24122, 0, -0.202576, -8.81272, 0, 10.4587, -0.468547, 0, 2.85805, 0.468547, 0, -2.85805, -3.58364, -0.000244141, 4.56199, -1.17756, 0, 3.41513, 1.17756, 0, -3.41513, -5.10296, -0.000259399, -3.5917, -2.78542, 0, -1.56996, 2.78542, 0, 1.56996, 3.2912, -0.000259399, -6.30449, -3.70976, 0, -1.39605, 3.70976, 0, 1.39605, 9.68509, -0.000259399, -0.0972629, 0, 0, 0, 0, 0, 0, 19.9658, -0.000259399, -1.11014 ),
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"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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}
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[sub_resource type="SpatialMaterial" id=2]
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flags_unshaded = true
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vertex_color_use_as_albedo = true
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[node name="Railway" type="Path"]
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curve = SubResource( 1 )
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[node name="Railway" type="Spatial"]
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script = ExtResource( 1 )
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_color = Color( 0, 1, 0.133333, 1 )
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[node name="ImmediateGeometry" type="ImmediateGeometry" parent="."]
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material_override = SubResource( 2 )
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[node name="Path" type="Path" parent="."]
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curve = SubResource( 1 )
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[connection signal="curve_changed" from="." to="." method="OnPathCurveChanged"]
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[node name="CSGPolygon" type="CSGPolygon" parent="."]
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snap = 0.01
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polygon = PoolVector2Array( -0.0540804, -0.000681907, -0.0495726, 0.0487114, 0.0444932, 0.0509578, 0.0464191, 0.000881314 )
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mode = 2
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path_node = NodePath("../Path")
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path_interval_type = 1
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path_interval = 0.01
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path_simplify_angle = 0.2
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path_rotation = 2
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path_local = false
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path_continuous_u = true
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path_u_distance = 1.0
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path_joined = false
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@ -2,11 +2,10 @@
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[ext_resource path="res://scripts/Train.cs" type="Script" id=1]
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[node name="Train" type="Node"]
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[node name="Train" type="Spatial"]
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script = ExtResource( 1 )
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[node name="CSGBox" type="CSGBox" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0 )
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width = 1.0
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height = 1.0
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depth = 4.0
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@ -1,53 +1,34 @@
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using Godot;
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using System;
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[Tool]
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public class Railway : Path
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public class Railway : Node
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{
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[Export]
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private Color _color;
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[Export]
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private float _gauge = 1f;
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private ImmediateGeometry _geo = null;
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private Vector3[] _points = null;
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public void OnPathCurveChanged()
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private Path _path = null;
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private Path Path
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{
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Curve.Tessellate();
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_points = Curve.GetBakedPoints();
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get
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{
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if (_path == null)
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{
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_path = GetNode<Path>("Path");
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}
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return _path;
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}
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}
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public Curve3D Curve => Path.Curve;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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base._Ready();
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_geo = GetNode<ImmediateGeometry>("ImmediateGeometry");
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var m = new SpatialMaterial();
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m.VertexColorUseAsAlbedo = true;
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m.FlagsUnshaded = true;
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_geo.MaterialOverride = m;
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OnPathCurveChanged();
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}
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public override void _Process(float delta)
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{
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base._Process(delta);
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if (_geo == null) return;
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if (_points == null || _points.Length == 0) return;
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_geo.Clear();
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_geo.Begin(Mesh.PrimitiveType.LineStrip);
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_geo.SetColor(new Color(1, 0, 0));
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for(int i = 0; i < _points.Length; i++)
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{
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_geo.AddVertex(_points[i]);
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}
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_geo.End();
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public void AddPathFollower(PathFollow pathFollow)
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{
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Path.AddChild(pathFollow);
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}
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}
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@ -1,16 +1,52 @@
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using Godot;
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using System;
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public class Train : Node
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public class Train : Spatial
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{
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[Export]
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private float _speed = 1.0f;
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[Export]
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private NodePath _railwayPath;
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private Railway _railway;
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private readonly PathFollow _pathFollow = new PathFollow
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{
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RotationMode = PathFollow.RotationModeEnum.Oriented
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};
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private float _distance = 0;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_railway = GetNode<Railway>(_railwayPath) as Railway;
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_railway.AddPathFollower(_pathFollow);
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}
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// // Called every frame. 'delta' is the elapsed time since the previous frame.
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// public override void _Process(float delta)
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// {
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//
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// }
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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{
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var length = _railway.Curve.GetBakedLength();
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// keep track of total distance
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_distance += delta * _speed;
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// wrap at 2x total distance
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_distance %= length * 2;
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var distance = PingPong(_distance, length);
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_pathFollow.Offset = distance;
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Translation = _pathFollow.Translation;
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Rotation = _pathFollow.Rotation;
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}
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// poor mans branching ping pong
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private float PingPong(float t, float length)
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{
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var tml = t % length;
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return t > length
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? length - tml
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: tml;
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}
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}
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