From a1f4eaa2c6c5e4f5c8d9454c653aea514176a7bc Mon Sep 17 00:00:00 2001 From: Clevertop Date: Sun, 11 Aug 2024 10:23:00 +1000 Subject: [PATCH] removed last nights reset code since it was too messy --- Levels/StartingRoom.tscn | 4 +-- Scripts/ChronoManager.gd | 58 +++++++++++++++++++--------------------- 2 files changed, 30 insertions(+), 32 deletions(-) diff --git a/Levels/StartingRoom.tscn b/Levels/StartingRoom.tscn index 558b002..7dcfdfa 100644 --- a/Levels/StartingRoom.tscn +++ b/Levels/StartingRoom.tscn @@ -108,15 +108,15 @@ material = SubResource("StandardMaterial3D_itc1d") [sub_resource type="BoxShape3D" id="BoxShape3D_y4l56"] -[node name="ChronoManager" type="Node3D" node_paths=PackedStringArray("player", "gui", "pedestals", "chime_player", "world_env")] +[node name="ChronoManager" type="Node3D" node_paths=PackedStringArray("gui", "pedestals", "chime_player", "world_env", "player")] script = ExtResource("1_5b2rd") pedestal_off_mat = ExtResource("2_0aj3l") pedestal_on_mat = ExtResource("3_mnhg8") -player = NodePath("Player") gui = NodePath("Gui") pedestals = [NodePath("Pedestals/CommandPedestal"), NodePath("Pedestals/CommandPedestal2"), NodePath("Pedestals/CommandPedestal3"), NodePath("Pedestals/CommandPedestal4"), NodePath("Pedestals/CommandPedestal5"), NodePath("Pedestals/CommandPedestal6"), NodePath("Pedestals/CommandPedestal7"), NodePath("Pedestals/CommandPedestal8"), NodePath("Pedestals/CommandPedestal9"), NodePath("Pedestals/CommandPedestal10")] chime_player = NodePath("AudioStreamPlayer") world_env = NodePath("WorldEnvironment") +player = NodePath("Player") [node name="Player" parent="." instance=ExtResource("2_hsi55")] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.12895, 0) diff --git a/Scripts/ChronoManager.gd b/Scripts/ChronoManager.gd index 56b1f94..aa55473 100644 --- a/Scripts/ChronoManager.gd +++ b/Scripts/ChronoManager.gd @@ -6,22 +6,22 @@ signal broadcast(command : String) @export_group("Variables") @export var level_tick : float = 1 # how often to run a command @export var level_time : float = 10 # the amoutn of time allowed for the level + +#reset these var tick_timer : float = 0 var room_started : bool = false var current_tick = 0 + +@export_group("Resources") @export var pedestal_off_mat : Material @export var pedestal_on_mat : Material -var room_failed = false -var fail_timer = 3 -var room_ready = false -var ready_timer = 1.5 -@export var player : CharacterBody3D @export_group("Node References") @export var gui : Control @export var pedestals : Array[Pedestal] @export var chime_player : AudioStreamPlayer @export var world_env : WorldEnvironment +@export var player : CharacterBody3D # Called when the node enters the scene tree for the first time. func _ready(): @@ -43,7 +43,8 @@ func _process(delta): if tick_timer > level_tick: if current_tick == 11: - fail_room() + #fail_room() + pass tick_timer = 0 current_tick += 1 print("Tick: " + str(current_tick)) @@ -62,25 +63,25 @@ func _process(delta): chime_player.pitch_scale = 0.5 chime_player.play() - world_env.environment.fog_enabled = room_failed #this whole section is cooked - if room_failed: - fail_timer -= delta - var effect_number = 3-fail_timer - world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) - world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) - if fail_timer < 0: - room_failed = false - reset_room() - if not room_ready: - ready_timer -= delta - var effect_number = ready_timer - world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) - world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) - - if ready_timer < 0: - room_ready = true - player.process_mode = Node.PROCESS_MODE_INHERIT - pass + #world_env.environment.fog_enabled = room_failed #this whole section is cooked + #if room_failed: + #fail_timer -= delta + #var effect_number = 3-fail_timer + #world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) + #world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) + #if fail_timer < 0: + #room_failed = false + #reset_room() + #if not room_ready: + #ready_timer -= delta + #var effect_number = ready_timer + #world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) + #world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) + # + #if ready_timer < 0: + #room_ready = true + #player.process_mode = Node.PROCESS_MODE_INHERIT + #pass @@ -96,7 +97,7 @@ func start_room(): func fail_room(): print("ROOM FAILED") - room_failed = true + player.process_mode = Node.PROCESS_MODE_DISABLED # close exit, freeze player? pass @@ -104,10 +105,7 @@ func fail_room(): func reset_room(): print("RESETTING ROOM") room_started = false - room_failed = false - fail_timer = 3 - room_ready = false - ready_timer = 1.5 + tick_timer = 0 current_tick = 0 for i in pedestals.size():