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@ -11,5 +11,7 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_pressed():
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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self.fov -= 1 * (5 if Input.is_key_pressed(KEY_SHIFT) else 1)
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self.size -= 1 * (0.2 if Input.is_key_pressed(KEY_SHIFT) else 0.05)
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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self.fov += 1 * (5 if Input.is_key_pressed(KEY_SHIFT) else 1)
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self.size += 1 * (0.2 if Input.is_key_pressed(KEY_SHIFT) else 0.05)
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@ -3,12 +3,11 @@ extends Node
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var CURRENT_LEVEL: Node3D = null
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var CURRENT_PLAYER: CharacterBody3D = null
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var combined_signal : Observable
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var prop = ReactiveProperty.new(42)
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signal TestSignal
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func _ready() -> void:
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var lvl: Resource = load("res://assets/levels/level1.tscn")
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var lvl: Resource = load("res://assets/levels/maps/debug1.tscn")
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var player: Resource = load("res://assets/characters/player.tscn")
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CURRENT_LEVEL = lvl.instantiate()
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CURRENT_PLAYER = player.instantiate()
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@ -16,16 +15,14 @@ func _ready() -> void:
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add_child(CURRENT_LEVEL)
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CURRENT_LEVEL.add_child(CURRENT_PLAYER)
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combined_signal = GDRx.from_signal(Messagebus.CHANGE_SCENE)\
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.first()\
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.debounce(1)
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.debounce(0.2)
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combined_signal.subscribe(transition_to).dispose_with(self)
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#prop.subscribe(func(i): print(">> ", i))
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func transition_to(scene: PackedScene):
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func transition_to(scene: String):
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print(">>>>>>>"+str(scene))
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CURRENT_LEVEL.remove_child(CURRENT_PLAYER)
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remove_child(CURRENT_LEVEL)
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var lvl = load(scene.resource_path)
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var lvl = load("res://assets/levels/maps/"+scene+".tscn")
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var new_level = lvl.instantiate()
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new_level.add_child(CURRENT_PLAYER)
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CURRENT_PLAYER.transform.origin = Vector3(0, 1, 0)
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@ -1,3 +1,5 @@
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extends Node
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signal CHANGE_SCENE(scene)
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signal CHANGE_SCENE(scene: String)
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signal DEBUG_XYZ(origin: Vector3)
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signal DEBUG_MAP(name: String)
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@ -3,7 +3,7 @@ extends MeshInstance3D
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func _ready():
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if material_override != null:
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material_override.albedo_texture = $SubViewport.get_texture()
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material_override.albedo_texture = $SubViewport.get_texture()
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#func _process(delta):
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#self.look_at(camera.global_position, Vector3.UP, true)
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