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This leads to code that is easier to understand and runs faster thanks to GDScript's typed instructions. The untyped declaration warning is now enabled on all projects where type hints were added. All projects currently run without any untyped declration warnings. Dodge the Creeps and Squash the Creeps demos intentionally don't use type hints to match the documentation, where type hints haven't been adopted yet (given its beginner focus).
125 lines
2.8 KiB
GDScript
125 lines
2.8 KiB
GDScript
class_name Test
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extends Node
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signal wait_done()
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@export var _enable_debug_collision := true
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var _timer: Timer
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var _timer_started := false
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var _wait_physics_ticks_counter := 0
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var _drawn_nodes: Array[Node3D] = []
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func _enter_tree() -> void:
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if not _enable_debug_collision:
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get_tree().debug_collisions_hint = false
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func _physics_process(_delta: float) -> void:
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if _wait_physics_ticks_counter > 0:
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_wait_physics_ticks_counter -= 1
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if _wait_physics_ticks_counter == 0:
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wait_done.emit()
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func add_sphere(pos: Vector3, radius: float, color: Color) -> void:
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var sphere := MeshInstance3D.new()
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var sphere_mesh := SphereMesh.new()
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sphere_mesh.radius = radius
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sphere_mesh.height = radius * 2.0
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sphere.mesh = sphere_mesh
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var material := StandardMaterial3D.new()
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.albedo_color = color
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sphere.set_surface_override_material(0, material)
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_drawn_nodes.push_back(sphere)
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add_child(sphere)
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sphere.global_transform.origin = pos
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func add_shape(shape: Shape3D, transform: Transform3D, color: Color) -> void:
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var debug_mesh := shape.get_debug_mesh()
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var mesh_instance := MeshInstance3D.new()
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mesh_instance.transform = transform
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mesh_instance.mesh = debug_mesh
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var material := StandardMaterial3D.new()
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material.flags_unshaded = true
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material.albedo_color = color
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mesh_instance.set_surface_override_material(0, material)
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add_child(mesh_instance)
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_drawn_nodes.push_back(mesh_instance)
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func clear_drawn_nodes() -> void:
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for node in _drawn_nodes:
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remove_child(node)
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node.queue_free()
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_drawn_nodes.clear()
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func create_rigidbody(shape: Shape3D, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
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var collision := CollisionShape3D.new()
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collision.shape = shape
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collision.transform = transform
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var body := RigidBody3D.new()
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body.add_child(collision)
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if pickable:
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var script := load("res://utils/rigidbody_pick.gd")
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body.set_script(script)
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return body
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func create_rigidbody_box(size: Vector3, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
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var shape := BoxShape3D.new()
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shape.size = size
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return create_rigidbody(shape, pickable, transform)
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func start_timer(timeout: float) -> Timer:
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if _timer == null:
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_timer = Timer.new()
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_timer.one_shot = true
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add_child(_timer)
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_timer.timeout.connect(_on_timer_done)
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else:
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cancel_timer()
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_timer.start(timeout)
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_timer_started = true
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return _timer
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func cancel_timer() -> void:
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if _timer_started:
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_timer.paused = true
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_timer.timeout.emit()
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_timer.paused = false
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func is_timer_canceled() -> bool:
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return _timer.paused
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func wait_for_physics_ticks(tick_count: int) -> Test:
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_wait_physics_ticks_counter = tick_count
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return self
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func _on_timer_done() -> void:
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_timer_started = false
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