522 lines
19 KiB
GDScript
522 lines
19 KiB
GDScript
extends Node3D
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class_name LevelRuntime
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var _speed_label: Label
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var _state_label: Label
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var _chain_label: Label
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var _weapon_label: Label
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var _grapple_icon: TextureRect
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var _dash_icon: TextureRect
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var _grapple_label: Label
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var _dash_label: Label
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var _fps_label: Label
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var _standalone_speed_label: Label
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var _player: CharacterBody3D
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var _debug_ui_panel: PanelContainer
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func _ready() -> void:
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# Hide mouse
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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_build_hud()
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# Multiplayer Spawning
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var spawner = MultiplayerSpawner.new()
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spawner.name = "PlayerSpawner"
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spawner.spawn_path = "." # Spawn directly as children of the level
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spawner.spawn_function = _spawn_player
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add_child(spawner)
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var nm = get_node_or_null("/root/NetworkManager")
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if nm and nm.multiplayer.is_server():
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# Spawn existing players
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for pid in nm.player_stats.keys():
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spawner.spawn(pid)
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# Spawn late joiners
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nm.player_connected.connect(func(pid):
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spawner.spawn(pid)
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)
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# Despawn on disconnect
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nm.player_disconnected.connect(func(pid):
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var p = get_node_or_null(str(pid))
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if p:
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p.queue_free()
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)
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# ── Spawning ──────────────────────────────────────────────────────────────────
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func _get_dynamic_spawn_position() -> Vector3:
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var spawn_nodes = get_tree().get_nodes_in_group("spawn_points")
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if spawn_nodes.is_empty():
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return Vector3(0, 10, 0)
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var all_players = []
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for p in get_tree().get_nodes_in_group("players"):
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if is_instance_valid(p) and p is Node3D:
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all_players.append(p)
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if all_players.is_empty():
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var pos = spawn_nodes.pick_random().global_position
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pos += Vector3(randf_range(-1, 1), 0.5, randf_range(-1, 1))
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return pos
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var best_spawn = spawn_nodes[0].global_position
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var max_min_dist = -1.0
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for spawn_node in spawn_nodes:
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var pos = spawn_node.global_position
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var min_dist_to_player = 999999.0
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for p in all_players:
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var dist = pos.distance_to(p.global_position)
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if dist < min_dist_to_player:
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min_dist_to_player = dist
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if min_dist_to_player > max_min_dist:
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max_min_dist = min_dist_to_player
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best_spawn = pos
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# Add slight jitter to prevent exact stacking
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best_spawn += Vector3(randf_range(-1, 1), 0.5, randf_range(-1, 1))
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return best_spawn
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func _spawn_player(pid: int) -> CharacterBody3D:
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var player := CharacterBody3D.new()
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player.name = str(pid)
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player.set_multiplayer_authority(pid)
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player.add_to_group("players")
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# Dynamic Spawning
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player.position = _get_dynamic_spawn_position()
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# Server Synchronizer (Host is the ground truth)
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var server_sync = MultiplayerSynchronizer.new()
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server_sync.name = "ServerSynchronizer"
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server_sync.set_multiplayer_authority(1) # Host always controls these
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var server_rep_config = SceneReplicationConfig.new()
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server_rep_config.add_property(":position")
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server_rep_config.add_property(":synced_movement_state")
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server_rep_config.add_property(":synced_movement_speed")
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server_rep_config.add_property(":synced_is_crouching")
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server_rep_config.add_property(":health")
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server_rep_config.add_property(":shield")
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server_rep_config.add_property(":is_dead")
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server_rep_config.add_property(":synced_grapple_point")
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server_rep_config.add_property(":synced_is_grapple_shooting")
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server_sync.replication_config = server_rep_config
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player.add_child(server_sync)
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# Client Synchronizer (Client dictates their aim and loadout setup)
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var client_sync = MultiplayerSynchronizer.new()
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client_sync.name = "MultiplayerSynchronizer"
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client_sync.set_multiplayer_authority(pid)
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var client_rep_config = SceneReplicationConfig.new()
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client_rep_config.add_property(":rotation")
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client_rep_config.add_property("HeadPivot:rotation")
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client_rep_config.add_property(":synced_weapon_path")
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client_rep_config.add_property(":synced_loadout_p1")
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client_rep_config.add_property(":synced_loadout_p2")
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client_rep_config.add_property(":synced_loadout_sp")
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client_rep_config.add_property(":synced_loadout_melee")
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client_rep_config.add_property(":synced_loadout_ready")
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client_rep_config.add_property(":synced_is_targeting")
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client_rep_config.add_property(":synced_homing_target_pos")
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client_sync.replication_config = client_rep_config
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player.add_child(client_sync)
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# Collision shape
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var col_shape := CollisionShape3D.new()
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col_shape.name = "CollisionShape3D"
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var capsule := CapsuleShape3D.new()
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capsule.radius = 0.4
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capsule.height = 1.8
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col_shape.shape = capsule
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player.add_child(col_shape)
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# Apply movement controller script
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var mover_script = preload("res://movement/player_movement_controller.gd")
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if mover_script:
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player.set_script(mover_script)
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# Humanoid Model for Player (Shadows only locally, visible to others)
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var humanoid = load("res://characters/humanoid_model.gd").new()
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humanoid.name = "HumanoidModel"
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humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
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humanoid.shadows_only = (pid == multiplayer.get_unique_id())
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humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
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player.add_child(humanoid)
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# Movement State Machine
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var sm := Node.new()
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sm.name = "MovementStateMachine"
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player.add_child(sm)
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var sm_script = preload("res://movement/movement_state_machine.gd")
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if sm_script:
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sm.set_script(sm_script)
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# Add all movement states
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var state_scripts := {
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"ground": "res://movement/states/state_ground.gd",
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"air": "res://movement/states/state_air.gd",
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"wall_run": "res://movement/states/state_wall_run.gd",
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"wall_cling": "res://movement/states/state_wall_cling.gd",
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"slide": "res://movement/states/state_slide.gd",
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"dash": "res://movement/states/state_dash.gd",
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}
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for state_name in state_scripts:
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var st := Node.new()
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st.name = "state_" + state_name
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sm.add_child(st)
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var st_script = load(state_scripts[state_name])
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if st_script:
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st.set_script(st_script)
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# FPS Camera Rig (HeadPivot → Camera3D)
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var head_pivot := Node3D.new()
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head_pivot.name = "HeadPivot"
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head_pivot.position = Vector3(0, 0.7, 0) # Eye height
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player.add_child(head_pivot)
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var camera := Camera3D.new()
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camera.name = "Camera3D"
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camera.current = (pid == multiplayer.get_unique_id())
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camera.fov = 90.0
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head_pivot.add_child(camera)
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# ── Weapon Setup ────────────────────────────────────────────────────────────
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var wmanager_script = preload("res://weapons/weapon_manager.gd")
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if wmanager_script:
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var wman = wmanager_script.new()
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wman.name = "WeaponManager"
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wman.player = player
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wman.camera = camera
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camera.add_child(wman)
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var rig_script = preload("res://characters/player/fps_camera_rig.gd")
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if rig_script:
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head_pivot.set_script(rig_script)
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# Store original capsule height
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sm.original_capsule_height = capsule.height
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# ── Dependencies ────────────────────────────────────────────────────────
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sm.player = player
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sm.params = player.params
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head_pivot.params = player.params
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# Authority configuration
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var is_local = (pid == multiplayer.get_unique_id())
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if is_local:
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_player = player
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player.set_physics_process(true)
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player.set_process(true)
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sm.set_physics_process(true)
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else:
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player.set_physics_process(false)
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player.set_process(true)
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player.set_process_input(false)
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sm.set_physics_process(false)
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sm.set_process(false)
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sm.set_process_input(false)
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head_pivot.set_process_input(false)
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head_pivot.set_process(false)
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head_pivot.set_physics_process(false)
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var wman = camera.get_node_or_null("WeaponManager")
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if wman:
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wman.set_process_input(false)
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wman.set_process(false)
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wman.set_physics_process(false)
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wman.visible = false
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var cv = wman.get("canvas_layer")
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if cv:
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cv.visible = false
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return player
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# ── HUD ───────────────────────────────────────────────────────────────────────
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func _build_hud() -> void:
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var canvas := CanvasLayer.new()
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canvas.name = "UI"
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add_child(canvas)
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# ── Crosshair ─────────────────────────────────────────────────────────
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var crosshair := Control.new()
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crosshair.name = "Crosshair"
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crosshair.set_anchors_preset(Control.PRESET_CENTER)
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crosshair.custom_minimum_size = Vector2(20, 20)
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canvas.add_child(crosshair)
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var ch_dot := ColorRect.new()
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ch_dot.name = "Dot"
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ch_dot.color = Color(1, 1, 1, 0.8)
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ch_dot.size = Vector2(4, 4)
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ch_dot.position = Vector2(-2, -2)
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crosshair.add_child(ch_dot)
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# Crosshair lines
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for data in [
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{"pos": Vector2(-10, -1), "size": Vector2(6, 2)}, # Left
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{"pos": Vector2(4, -1), "size": Vector2(6, 2)}, # Right
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{"pos": Vector2(-1, -10), "size": Vector2(2, 6)}, # Top
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{"pos": Vector2(-1, 4), "size": Vector2(2, 6)}, # Bottom
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]:
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var line := ColorRect.new()
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line.color = Color(1, 1, 1, 0.6)
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line.position = data["pos"]
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line.size = data["size"]
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crosshair.add_child(line)
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# ── Info panel background ─────────────────────────────────────────────
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_fps_label = Label.new()
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_fps_label.name = "FPSLabel"
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_fps_label.text = "FPS: 0"
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_fps_label.add_theme_font_size_override("font_size", 24)
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_fps_label.add_theme_color_override("font_color", Color(0.9, 0.9, 0.2))
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_fps_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
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_fps_label.add_theme_constant_override("outline_size", 4)
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_fps_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
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_fps_label.position = Vector2(12, 12)
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canvas.add_child(_fps_label)
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_standalone_speed_label = Label.new()
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_standalone_speed_label.name = "StandaloneSpeedLabel"
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_standalone_speed_label.text = "Speed: 0.0 m/s"
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_standalone_speed_label.add_theme_font_size_override("font_size", 24)
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_standalone_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
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_standalone_speed_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
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_standalone_speed_label.add_theme_constant_override("outline_size", 4)
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_standalone_speed_label.set_anchors_preset(Control.PRESET_TOP_LEFT)
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_standalone_speed_label.position = Vector2(12, 45)
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canvas.add_child(_standalone_speed_label)
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_debug_ui_panel = PanelContainer.new()
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_debug_ui_panel.name = "InfoPanel"
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_debug_ui_panel.offset_left = 12
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_debug_ui_panel.offset_top = 50
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_debug_ui_panel.offset_right = 400
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_debug_ui_panel.offset_bottom = 160
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var panel_style := StyleBoxFlat.new()
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panel_style.bg_color = Color(0, 0, 0, 0.55)
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panel_style.corner_radius_top_left = 8
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panel_style.corner_radius_top_right = 8
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panel_style.corner_radius_bottom_left = 8
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panel_style.corner_radius_bottom_right = 8
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panel_style.content_margin_left = 12
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panel_style.content_margin_top = 8
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panel_style.content_margin_right = 12
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panel_style.content_margin_bottom = 8
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_debug_ui_panel.add_theme_stylebox_override("panel", panel_style)
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canvas.add_child(_debug_ui_panel)
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var vbox := VBoxContainer.new()
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vbox.name = "InfoVBox"
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_debug_ui_panel.add_child(vbox)
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_speed_label = Label.new()
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_speed_label.name = "SpeedLabel"
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_speed_label.text = "Speed: 0.0 m/s"
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_speed_label.add_theme_font_size_override("font_size", 18)
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_speed_label.add_theme_color_override("font_color", Color(0.3, 1.0, 0.5))
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vbox.add_child(_speed_label)
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_state_label = Label.new()
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_state_label.name = "StateLabel"
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_state_label.text = "State: ground"
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_state_label.add_theme_font_size_override("font_size", 16)
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_state_label.add_theme_color_override("font_color", Color(0.7, 0.85, 1.0))
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vbox.add_child(_state_label)
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_chain_label = Label.new()
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_chain_label.name = "ChainLabel"
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_chain_label.text = "Chain: 0 (+0%)"
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_chain_label.add_theme_font_size_override("font_size", 16)
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_chain_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.3))
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vbox.add_child(_chain_label)
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# ── Weapon & Ammo Panel ───────────────────────────────────────────────
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var wp_panel := PanelContainer.new()
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wp_panel.name = "WeaponPanel"
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wp_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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wp_panel.offset_left = -250
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wp_panel.offset_top = -100
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wp_panel.offset_right = -20
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wp_panel.offset_bottom = -20
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var wp_style := StyleBoxFlat.new()
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wp_style.bg_color = Color(0, 0, 0, 0.6)
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wp_style.corner_radius_top_left = 8
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wp_style.corner_radius_top_right = 8
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wp_style.corner_radius_bottom_left = 8
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wp_style.corner_radius_bottom_right = 8
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wp_style.content_margin_left = 16
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wp_style.content_margin_top = 12
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wp_style.content_margin_right = 16
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wp_style.content_margin_bottom = 12
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wp_panel.add_theme_stylebox_override("panel", wp_style)
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wp_panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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canvas.add_child(wp_panel)
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_weapon_label = Label.new()
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_weapon_label.name = "WeaponLabel"
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_weapon_label.text = "Unarmed\n0 / 0"
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_weapon_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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_weapon_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
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_weapon_label.add_theme_font_size_override("font_size", 24)
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wp_panel.add_child(_weapon_label)
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# ── Utilities Panel ───────────────────────────────────────────────────────
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var util_panel := PanelContainer.new()
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util_panel.name = "UtilPanel"
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util_panel.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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util_panel.offset_left = -200
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util_panel.offset_top = -180
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util_panel.offset_right = -20
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util_panel.offset_bottom = -110
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var util_style := StyleBoxFlat.new()
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util_style.bg_color = Color(0, 0, 0, 0.6)
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util_style.corner_radius_top_left = 8
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util_style.corner_radius_top_right = 8
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util_style.corner_radius_bottom_left = 8
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util_style.corner_radius_bottom_right = 8
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util_style.content_margin_left = 12
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util_style.content_margin_top = 8
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util_style.content_margin_right = 12
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util_style.content_margin_bottom = 8
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util_panel.add_theme_stylebox_override("panel", util_style)
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util_panel.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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canvas.add_child(util_panel)
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var util_hbox := HBoxContainer.new()
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util_hbox.name = "UtilHBox"
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util_hbox.add_theme_constant_override("separation", 20)
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util_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
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util_panel.add_child(util_hbox)
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var grapple_vbox := VBoxContainer.new()
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grapple_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
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util_hbox.add_child(grapple_vbox)
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_grapple_icon = TextureRect.new()
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if ResourceLoader.exists("res://assets/ui/grapple_icon.jpg"):
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_grapple_icon.texture = load("res://assets/ui/grapple_icon.jpg")
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_grapple_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_grapple_icon.custom_minimum_size = Vector2(32, 32)
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_grapple_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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grapple_vbox.add_child(_grapple_icon)
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_grapple_label = Label.new()
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_grapple_label.text = "Grapple"
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_grapple_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_grapple_label.add_theme_font_size_override("font_size", 12)
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grapple_vbox.add_child(_grapple_label)
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var dash_vbox := VBoxContainer.new()
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dash_vbox.alignment = BoxContainer.ALIGNMENT_CENTER
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util_hbox.add_child(dash_vbox)
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_dash_icon = TextureRect.new()
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if ResourceLoader.exists("res://assets/ui/dash_icon.jpg"):
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_dash_icon.texture = load("res://assets/ui/dash_icon.jpg")
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_dash_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_dash_icon.custom_minimum_size = Vector2(32, 32)
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_dash_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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dash_vbox.add_child(_dash_icon)
|
|
|
|
_dash_label = Label.new()
|
|
_dash_label.text = "Ready"
|
|
_dash_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
_dash_label.add_theme_font_size_override("font_size", 12)
|
|
dash_vbox.add_child(_dash_label)
|
|
|
|
# ── HUD Update ────────────────────────────────────────────────────────────────
|
|
|
|
func _process(_delta: float) -> void:
|
|
if not _player or not is_instance_valid(_player):
|
|
return
|
|
|
|
if _debug_ui_panel:
|
|
_debug_ui_panel.visible = SettingsManager.show_debug_ui
|
|
|
|
if _fps_label:
|
|
_fps_label.visible = SettingsManager.show_fps
|
|
if _fps_label.visible:
|
|
_fps_label.text = "FPS: %d" % Engine.get_frames_per_second()
|
|
|
|
var vel: Vector3 = _player.velocity
|
|
var hspeed := Vector2(vel.x, vel.z).length()
|
|
var total_speed := vel.length()
|
|
|
|
if _speed_label:
|
|
_speed_label.text = "Speed: %.1f m/s (total: %.1f)" % [hspeed, total_speed]
|
|
|
|
if _standalone_speed_label:
|
|
if SettingsManager.show_movement_speed and not SettingsManager.show_debug_ui:
|
|
_standalone_speed_label.visible = true
|
|
_standalone_speed_label.text = "Speed: %.1f m/s" % hspeed
|
|
if _fps_label and _fps_label.visible:
|
|
_standalone_speed_label.position = Vector2(12, 45)
|
|
else:
|
|
_standalone_speed_label.position = Vector2(12, 12)
|
|
else:
|
|
_standalone_speed_label.visible = false
|
|
|
|
if _state_label:
|
|
var sm = _player.get_node_or_null("MovementStateMachine")
|
|
if sm:
|
|
_state_label.text = "State: %s" % sm.current_state
|
|
|
|
if _chain_label:
|
|
var sm = _player.get_node_or_null("MovementStateMachine")
|
|
if sm:
|
|
_chain_label.text = "Chain: %d (+%d%%)" % [sm.chain_count, int(sm.current_chain_bonus * 100)]
|
|
|
|
# Update utility indicators
|
|
if sm.current_state == "grapple" or sm.is_grapple_shooting:
|
|
_grapple_icon.modulate = Color(0.2, 1.0, 0.4)
|
|
_grapple_label.text = "Grappling"
|
|
else:
|
|
_grapple_icon.modulate = Color(1.0, 1.0, 1.0)
|
|
_grapple_label.text = "Ready"
|
|
|
|
if sm.has_method("get_dash_cooldown_remaining"):
|
|
var dash_rem = sm.get_dash_cooldown_remaining()
|
|
if dash_rem > 0.0:
|
|
_dash_icon.modulate = Color(1.0, 0.3, 0.3)
|
|
_dash_label.text = "%.1f" % dash_rem
|
|
else:
|
|
_dash_icon.modulate = Color(1.0, 1.0, 1.0)
|
|
_dash_label.text = "Ready"
|
|
|
|
if _weapon_label:
|
|
var wman = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
|
|
if wman and wman.weapons.has(wman.active_slot):
|
|
var active_weapon = wman.weapons[wman.active_slot]
|
|
var w_name = "Weapon"
|
|
var cur_ammo = 0
|
|
var max_ammo = 0
|
|
|
|
if "weapon_name" in active_weapon:
|
|
w_name = active_weapon.weapon_name
|
|
elif active_weapon is DoubleBarrelShotgun:
|
|
w_name = "Double Barrel Shotgun"
|
|
|
|
if "current_ammo" in active_weapon:
|
|
cur_ammo = active_weapon.current_ammo
|
|
max_ammo = active_weapon.max_ammo
|
|
elif "shells" in active_weapon:
|
|
cur_ammo = active_weapon.shells
|
|
max_ammo = 2
|
|
|
|
if "reloading" in active_weapon and active_weapon.reloading:
|
|
_weapon_label.text = "%s\nReloading..." % w_name
|
|
else:
|
|
_weapon_label.text = "%s\n%d / %d" % [w_name, cur_ammo, max_ammo]
|
|
else:
|
|
_weapon_label.text = "Unarmed\n0 / 0"
|