dynamic spawn position based on tower i *think* its working now
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5 changed files with 40 additions and 5 deletions
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@ -5,7 +5,7 @@ extends Node3D
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#region Variables
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#Signals
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signal panic_drop()
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signal new_player_up()
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#Enums
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#Constants
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@ -51,6 +51,7 @@ func _process(delta):
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current_player = player_queue[0]
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player_queue.erase(current_player)
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turn_started = false
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new_player_up.emit()
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turn_timer = accept_time_limit
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#debug_ui_label.text = "Current Player: " + current_player + "\nTurn Started?: " + str(turn_started) + "\nTime Left: " + str(round(turn_timer)) + "\nQueue Size: " + str(player_queue.size())
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@ -18,6 +18,7 @@ extends Node3D
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@export_group("Node References")
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@export var gizmo_pivot : Node3D
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#Onready Variables
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#Other Variables (please try to separate and organise!)
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@ -19,6 +19,8 @@ extends Node3D
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@export_group("Node References")
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@export var blocks_node : Node3D
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@export var gizmo_node : Node3D
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@export var shape_cast : ShapeCast3D
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@export var camera_pivot : Node3D
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#Onready Variables
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@ -42,6 +44,8 @@ func _process(delta):
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rotation_degrees = lerp(rotation_degrees, tar_rotation, 0.1)
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position = lerp(position, tar_position, 0.1)
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gizmo_node.rotation_degrees = rotation_degrees
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#endregion
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@ -74,13 +78,22 @@ func _on_twitch_link_rotate_block(direction, amount):
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func _on_twitch_link_drop_block():
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current_block.freeze = false
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current_block.reparent(blocks_node)
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func _on_twitch_link_start_turn():
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position = Vector3(0,2.28,0)
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#var spawn_pos : Vector3 = Vector3(0,3,0)
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position.x = 0
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position.y = 0
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rotation_degrees = Vector3(0,0,0)
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tar_position.x = 0
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tar_rotation.y = 0
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tar_rotation = Vector3(0,0,0)
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current_block = block_scene.instantiate()
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current_block.freeze = true
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add_child(current_block)
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func _on_jenga_panic_drop():
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@ -101,3 +114,11 @@ func _on_jenga_panic_drop():
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func _on_jenga_new_player_up():
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if(shape_cast.get_collision_count()>0):
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position.y += 1
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tar_position.y += 1
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camera_pivot.target_height += position.y + 1.5
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pass # Replace with function body.
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