Files
godot-demo-projects/3d/occlusion_culling_mesh_lod/door.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
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).
2024-06-01 12:12:18 +02:00

29 lines
1010 B
GDScript

extends Node3D
var open := false
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_doors"):
if open:
# Close the door.
# The occluder will be re-enabled when the animation ends
# using `_on_animation_player_animation_finished()`.
$AnimationPlayer.play_backwards("open")
open = false
else:
# Open the door.
$AnimationPlayer.play("open")
open = true
# Disable the occluder as soon as the door starts opening.
# The occluder is not part of the pivot to prevent it from having its
# position changed every frame, which causes the occlusion culling BVH
# to be rebuilt each frame. This causes a CPU performance penalty.
$OccluderInstance3D.visible = false
func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
if not open:
# Re-enable the occluder when the door is done closing.
# To prevent overocclusion, the door must be fully closed before the occluder can be re-enabled.
$OccluderInstance3D.visible = true