fix: untyped variabled in player_controller
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parent
8c3b0e03a3
commit
3973a2cfb7
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@ -1,7 +1,7 @@
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class_name InteractiveSprite extends Area3D
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@onready var pass_to_actor = $UiWrapper/UiSprite/SubViewport/CollectableUi
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@onready var wrapper = $UiWrapper
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@onready var pass_to_actor: = $UiWrapper/UiSprite/SubViewport/CollectableUi
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@onready var wrapper := $UiWrapper
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@onready var ui: CollectableUi = $UiWrapper/UiSprite/SubViewport.get_child(0)
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@onready var viewport:= $UiWrapper/UiSprite/SubViewport
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@ -37,8 +37,8 @@ var has_stage: bool = false:
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@export_range (0, 10) var max_acceleration: float = 5
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@export_range (0, 20) var damp: float = 10
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@export_range (0.1, 1) var mouse_jerk:float = 0.5
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@export_range (10, 100) var gamepad_response = 50
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@export_range (50, 500) var mouse_jerk_rejection = 200
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@export_range (10, 100) var gamepad_response:float = 50.0
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@export_range (50, 500) var mouse_jerk_rejection:float = 200.0
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@export var max_angle:float = 75
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@export var camera_jitter_speed:float = 3
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@ -86,15 +86,15 @@ var on_crouch_cooldown:bool = false
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@onready var focus_ray: RayCast3D = $Yaw/Pitch/Mount/Camera3D/RayCast3D
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@onready var ui_prober: Area3D = $Yaw/Pitch/Mount/Camera3D/UiProber
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@onready var base_fov = camera.fov
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@onready var base_fov := camera.fov
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var zoomed:bool = false:
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set(zoom):
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if zoomed != zoom:
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if zoom:
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var zoom_tween = create_tween()
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var zoom_tween := create_tween()
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zoom_tween.tween_property(camera, "fov", base_fov*0.5, 0.5)
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else:
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var zoom_tween = create_tween()
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var zoom_tween := create_tween()
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zoom_tween.tween_property(camera, "fov", base_fov, 0.5)
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zoomed = zoom
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signal ui_entered
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@ -134,7 +134,7 @@ var delay_passed:bool = false
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func _on_ray_entered(_area):
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if not has_entered:
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var collision_object = focus_ray.get_collider()
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var collision_object := focus_ray.get_collider()
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if collision_object is InteractiveSprite:
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has_entered = collision_object.try_reveal(self)
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@ -181,7 +181,7 @@ func _handle_movement(delta:float):
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func _handle_rotation(delta:float):
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var smoothness = min(3, 60.0/Engine.get_frames_per_second())
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var input_speed = Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response
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var input_speed := Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response
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# secretly, inverted y axis is the default
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if not State.inverty_y_axis: input_speed *= Vector2(1, -1)
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@ -227,7 +227,7 @@ var crouch_held: bool = false
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var crouch_toggled: bool = false
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var cround_start_time: float = 0
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func _input(event:InputEvent):
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func _input(event:InputEvent) -> void:
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if Scenes.current_sequence != -1: return
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if has_stage and Scenes.current_sequence == -1:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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