Fix player controller incompatibility with editor menus
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editor.scn (Stored with Git LFS)
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editor.scn (Stored with Git LFS)
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@ -1,5 +1,28 @@
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class_name PlayerController extends Node3D
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class_name PlayerController extends Node3D
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##
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## Supported selection input devices.
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##
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enum SelectMode {
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NONE,
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MOUSE,
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}
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##
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## The device being used for selection has changed.
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##
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signal select_mode_changed(mode: SelectMode)
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##
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## Selection of a point on screenspace has started happening.
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##
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signal selection_started()
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##
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## Selection of a point on screenspace has stopped happening.
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##
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signal selection_stopped()
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const _BACKWARD := "player_controller_backward"
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const _BACKWARD := "player_controller_backward"
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const _FORWARD := "player_controller_forward"
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const _FORWARD := "player_controller_forward"
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@ -20,29 +43,54 @@ const _ROTATE_SPEED_BASE := 5.0
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const _TRANSFORM_DELTA := 10.0
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const _TRANSFORM_DELTA := 10.0
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@export
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var _camera: Camera3D = null
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var _cursor_point := Vector2.ZERO
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var _is_drag_panning := false
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var _is_drag_panning := false
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var _is_selecting := false
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var _select_mode := SelectMode.NONE
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@export
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var _selection_area: Control = null
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@onready
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@onready
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var _target_position := self.position
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var _target_position := self.position
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@onready
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@onready
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var _target_orientation := self.global_rotation.y
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var _target_orientation := self.global_rotation.y
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##
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## Smoothness applies to the interpolation toward rotation and movement target values.
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##
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@export
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@export
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var movement_smoothing := 0.5
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var movement_smoothing := 0.5
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##
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## Whether or not player movement input processed by the controller should be ignored.
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##
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var frozen := false
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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match event.button_index:
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match event.button_index:
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MOUSE_BUTTON_MIDDLE:
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MOUSE_BUTTON_MIDDLE:
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self._is_drag_panning = event.is_pressed()
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self._is_drag_panning = event.is_pressed() and not(self.frozen)
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if self._is_drag_panning else Input.MOUSE_MODE_VISIBLE
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MOUSE_BUTTON_WHEEL_DOWN:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
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pass
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self._is_drag_panning else Input.MOUSE_MODE_VISIBLE
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MOUSE_BUTTON_WHEEL_UP:
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MOUSE_BUTTON_LEFT:
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pass
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self._is_selecting = event.is_pressed()
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if self._is_selecting:
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self.selection_started.emit()
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else:
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self.selection_stopped.emit()
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return
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return
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@ -64,10 +112,16 @@ func _input(event: InputEvent) -> void:
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if event is InputEventScreenDrag:
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if event is InputEventScreenDrag:
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return
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return
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if event is InputEventScreenTouch:
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return
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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if not(self.frozen):
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var global_basis := self.global_transform.basis
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var global_basis := self.global_transform.basis
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var camera_settings := GameSettings.camera_settings
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var camera_settings := GameSettings.camera_settings
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var delta_speed := camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta
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var delta_speed :=\
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camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta
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self._target_position += delta_speed.y * (-global_basis.z) *\
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self._target_position += delta_speed.y * (-global_basis.z) *\
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(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\
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(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\
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@ -85,8 +139,68 @@ func _process(delta: float) -> void:
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Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position),
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Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position),
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delta * _TRANSFORM_DELTA * self.movement_smoothing)
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delta * _TRANSFORM_DELTA * self.movement_smoothing)
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match self._select_mode:
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SelectMode.NONE:
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self._cursor_point = self.get_viewport().size / 2.0
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SelectMode.MOUSE:
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self._cursor_point = self.get_viewport().get_mouse_position()
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func _ready() -> void:
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if self._selection_area != null:
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self._selection_area.mouse_entered.connect(func () -> void:
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if self._select_mode != SelectMode.MOUSE:
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self._select_mode = SelectMode.MOUSE
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self.select_mode_changed.emit(SelectMode.MOUSE))
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self._selection_area.mouse_exited.connect(func () -> void:
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if self._select_mode != SelectMode.NONE:
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self._select_mode = SelectMode.NONE
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self.select_mode_changed.emit(SelectMode.NONE))
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##
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##
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## Returns [code]true[/code] if the player controller is currently selecting a location on the
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## screen, otherwise [code]false[/code].
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##
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##
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## *Note* that it is discouraged that this be continuously polled for single-fire events. Instead,
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## see [signal selection_started] and [signal selection_stopped].
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##
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##
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func is_drag_panning() -> bool:
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func is_selecting() -> bool:
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return self._is_drag_panning
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return self._is_selecting
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##
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## Returns the position of the selection cursor with respect to the select current mode being used.
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##
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## When a mouse input device is being used, this will be its location in screen coordinates. For
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## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
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## states - including gamepad - this will be the middle of screenspace at all times.
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##
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func get_cursor_point() -> Vector2:
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return self._cursor_point
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##
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## Returns the current [enum SelectMode] being used for selections.
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##
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## The general use-case for this function is to peek through the player controller abstraction and
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## see what supported hardware interface is currently being used to select in the world. This is
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## useful for handling input-specific behaviors, such as showing a mouse cursor when a mouse input
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## device is being used.
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##
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func get_select_mode() -> int:
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return self._select_mode
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##
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## Converts and returns the screen coordinates in [code]screen_point[/code] into 2D worldspace
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## coordinates relative to an infinite ground plane at a y offset of [code]0.0[/code].
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##
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func screen_to_plane(screen_point: Vector2):
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if self._camera != null:
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var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
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self._camera.global_position, self._camera.project_ray_normal(screen_point))
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if plane_target is Vector3:
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return Vector2(plane_target.x, plane_target.z)
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return null
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