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3
Commits
| Author | SHA1 | Date | |
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5f2c2462e2 | ||
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64e024eb32 | ||
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050912ca61 |
@@ -62,8 +62,9 @@ func _build_dust2_layout() -> void:
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var carve_open = func(pos: Vector3, size: Vector3):
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var hole = CSGBox3D.new()
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hole.operation = CSGShape3D.OPERATION_SUBTRACTION
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hole.size = Vector3(size.x, 25, size.z)
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hole.position = Vector3(pos.x, 12.5, pos.z)
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var height = 25.0 - pos.y
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hole.size = Vector3(size.x, height, size.z)
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hole.position = Vector3(pos.x, pos.y + (height / 2.0), pos.z)
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root_csg.add_child(hole)
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return hole
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@@ -76,6 +77,28 @@ func _build_dust2_layout() -> void:
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root_csg.add_child(hole)
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return hole
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# Helper function to carve a precise slope (no lips or hard stops)
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var carve_ramp = func(start_pos: Vector3, width: float, length: float, height: float, is_x_axis: bool, reverse: bool):
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var ramp_box = CSGBox3D.new()
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ramp_box.operation = CSGShape3D.OPERATION_SUBTRACTION
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var slope = atan2(height, length)
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var dir = 1.0 if reverse else -1.0
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if not is_x_axis: # Ramp goes along Z
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ramp_box.size = Vector3(width, 50, 50)
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ramp_box.rotation.x = slope * dir
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var mid_point = start_pos + Vector3(0, height / 2.0, (length / 2.0) * dir)
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ramp_box.position = mid_point + (Vector3.UP.rotated(Vector3.RIGHT, ramp_box.rotation.x) * 25.0)
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else: # Ramp goes along X
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ramp_box.size = Vector3(50, 50, width)
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ramp_box.rotation.z = -slope * dir
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var mid_point = start_pos + Vector3((length / 2.0) * dir, height / 2.0, 0)
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ramp_box.position = mid_point + (Vector3.UP.rotated(Vector3.FORWARD, ramp_box.rotation.z) * 25.0)
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root_csg.add_child(ramp_box)
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return ramp_box
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# ---------------------------------------------------------
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# LAYOUT (with generous overlaps to prevent getting stuck)
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# ---------------------------------------------------------
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@@ -98,8 +121,10 @@ func _build_dust2_layout() -> void:
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# ---------------------------------------------------------
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# Lower B Tunnels (Connects from Mid at X=0 to West)
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carve_tunnel.call(Vector3(-18, 0, 30), Vector3(40, 6, 8))
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# Spiral stairs up to Upper B Tunnels
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carve_tunnel.call(Vector3(-34, 0, 30), Vector3(12, 10, 12))
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# Spiral stairs up to Upper B Tunnels (Using a ramp instead of stairs for smoothness)
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carve_ramp.call(Vector3(-34, 0, 34), 8.0, 15.0, 4.0, false, false) # Ramp from Lower to Upper B
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# Upper B Tunnels
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carve_tunnel.call(Vector3(-34, 4, 15), Vector3(8, 6, 30))
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@@ -111,13 +136,7 @@ func _build_dust2_layout() -> void:
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carve_tunnel.call(Vector3(-15, 4, -18), Vector3(20, 4, 4)) # Window
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# CT Spawn Ramp to B Site
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carve_open.call(Vector3(-15, 0, -15), Vector3(12, 8, 12))
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var ramp_carve = CSGBox3D.new()
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ramp_carve.operation = CSGShape3D.OPERATION_SUBTRACTION
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ramp_carve.size = Vector3(8, 10, 15)
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ramp_carve.rotation_degrees.x = -25
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ramp_carve.position = Vector3(-15, 2, -15)
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root_csg.add_child(ramp_carve)
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carve_ramp.call(Vector3(-15, 0, -15), 10.0, 15.0, 4.0, true, false) # Ramp up from CT to B Door
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# ---------------------------------------------------------
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# A SIDE
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@@ -140,39 +159,24 @@ func _build_dust2_layout() -> void:
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carve_open.call(Vector3(30, 4, -15), Vector3(30, 8, 30))
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# Ramp up to A site from Long
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var a_ramp = CSGBox3D.new()
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a_ramp.operation = CSGShape3D.OPERATION_SUBTRACTION
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a_ramp.size = Vector3(15, 10, 15)
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a_ramp.rotation_degrees.x = 25
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a_ramp.position = Vector3(30, 2, -5)
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root_csg.add_child(a_ramp)
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carve_ramp.call(Vector3(30, 0, -5), 15.0, 15.0, 4.0, false, false)
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# Ramp down from A Site to CT Spawn
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var ct_ramp = CSGBox3D.new()
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ct_ramp.operation = CSGShape3D.OPERATION_SUBTRACTION
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ct_ramp.size = Vector3(15, 10, 15)
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ct_ramp.rotation_degrees.z = 25
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ct_ramp.position = Vector3(15, 2, -25)
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root_csg.add_child(ct_ramp)
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carve_ramp.call(Vector3(15, 0, -25), 15.0, 15.0, 4.0, true, true)
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# Catwalk / A Short
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carve_open.call(Vector3(15, 4, 5), Vector3(20, 8, 8))
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carve_open.call(Vector3(20, 4, -5), Vector3(8, 8, 15))
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# Stairs from Mid to Catwalk
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var mid_stairs = CSGBox3D.new()
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mid_stairs.operation = CSGShape3D.OPERATION_SUBTRACTION
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mid_stairs.size = Vector3(8, 8, 15)
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mid_stairs.rotation_degrees.x = 35
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mid_stairs.position = Vector3(8, 2, 5)
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root_csg.add_child(mid_stairs)
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# Stairs from Mid to Catwalk (Smooth ramp)
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carve_ramp.call(Vector3(5, 0, 5), 8.0, 12.0, 4.0, true, true)
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# Floor
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var floor = CSGBox3D.new()
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floor.size = Vector3(140, 1, 140)
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floor.position = Vector3(0, -0.5, 0)
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floor.material = floor_mat
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root_csg.add_child(floor)
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var floor_box = CSGBox3D.new()
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floor_box.size = Vector3(140, 1, 140)
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floor_box.position = Vector3(0, -0.5, 0)
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floor_box.material = floor_mat
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root_csg.add_child(floor_box)
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# Cover Boxes
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var add_box = func(pos: Vector3, size: Vector3):
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@@ -190,6 +194,19 @@ func _build_dust2_layout() -> void:
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# Dummies
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_build_dust2_dummies()
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# Combat Area Bounds
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var combat_area = load("res://entities/combat_area.gd").new()
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combat_area.name = "CombatArea"
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var area_shape = CollisionShape3D.new()
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var cbox = BoxShape3D.new()
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# Size the combat area to envelop the entire playable space (width and depth of 120, height of 20)
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cbox.size = Vector3(120, 20, 120)
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area_shape.shape = cbox
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combat_area.add_child(area_shape)
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# Center it on the map so it fits perfectly around the CSG boundaries
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combat_area.position = Vector3(0, 10, 0)
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add_child(combat_area)
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func _build_dust2_dummies() -> void:
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var spawn_dummy = func(pos: Vector3, rot_y: float):
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var dummy = load("res://entities/killable_dummy.gd").new()
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@@ -0,0 +1,97 @@
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extends Area3D
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class_name CombatArea
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var time_left: float = 5.0
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var time_safe: float = 0.0
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var _player_out_of_bounds: Node3D = null
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var _ui_layer: CanvasLayer = null
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var _ui_label: Label = null
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var _ui_overlay: ColorRect = null
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func _ready() -> void:
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collision_layer = 0
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collision_mask = 4294967295 # All layers
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body_exited.connect(_on_body_exited)
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body_entered.connect(_on_body_entered)
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set_process(false)
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func _process(delta: float) -> void:
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if _player_out_of_bounds:
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# Player is outside the combat area!
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time_left -= delta
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if time_left <= 0.0:
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time_left = 0.0
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_kill_player()
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# Update UI
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if _ui_label and _ui_overlay:
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % time_left
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_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.8 * (1.0 - (time_left / 5.0)))
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else:
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# Player is inside the combat area, but might have a damaged timer
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if time_left < 5.0:
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time_safe += delta
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if time_safe >= 10.0:
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time_left = 5.0
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time_safe = 0.0
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set_process(false) # Fully recovered, sleep
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func _on_body_exited(body: Node3D) -> void:
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if body.name == "Player":
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_player_out_of_bounds = body
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time_safe = 0.0 # Reset recovery timer
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_create_ui()
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set_process(true)
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func _on_body_entered(body: Node3D) -> void:
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if body == _player_out_of_bounds:
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_player_out_of_bounds = null
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_remove_ui()
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# set_process(true) stays on to tick the time_safe recovery
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func _create_ui() -> void:
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if _ui_layer: return
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_ui_layer = CanvasLayer.new()
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_ui_layer.layer = 100 # Put it on top of everything
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_ui_overlay = ColorRect.new()
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_ui_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
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_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.0)
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_ui_layer.add_child(_ui_overlay)
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_ui_label = Label.new()
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_ui_label.set_anchors_preset(Control.PRESET_CENTER)
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_ui_label.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_ui_label.grow_vertical = Control.GROW_DIRECTION_BOTH
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_ui_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_ui_label.add_theme_font_size_override("font_size", 48)
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_ui_label.add_theme_color_override("font_color", Color(1, 0.2, 0.2))
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_ui_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
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_ui_label.add_theme_constant_override("outline_size", 8)
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % time_left
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_ui_layer.add_child(_ui_label)
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get_tree().current_scene.add_child(_ui_layer)
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func _remove_ui() -> void:
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if _ui_layer:
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_ui_layer.queue_free()
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_ui_layer = null
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_ui_label = null
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_ui_overlay = null
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func _kill_player() -> void:
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if _player_out_of_bounds:
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# PlayerMovementController's take_damage requires (amount, source)
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if _player_out_of_bounds.has_method("take_damage"):
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_player_out_of_bounds.take_damage(9999, Vector3.ZERO)
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elif "health" in _player_out_of_bounds:
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_player_out_of_bounds.health = 0
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if "is_dead" in _player_out_of_bounds:
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_player_out_of_bounds.is_dead = true
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_player_out_of_bounds = null
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_remove_ui()
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@@ -0,0 +1 @@
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uid://dlqngrm516ddt
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Reference in New Issue
Block a user