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48
elements/entities/door/door.gd
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48
elements/entities/door/door.gd
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extends Node3D
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## Door entity. Place at a cell center in TrenchBroom (normal 64 grid).
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## The door's local -Z is "forward" (the direction the player approaches from).
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## At runtime the mesh/collision shift forward to the cell boundary so the door
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## sits flush against the wall the player is facing.
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## If true the door swings toward its local +Z (outward). If false it swings
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## toward -Z (inward).
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@export var opens_outward := true
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@onready var hinge_pivot: Node3D = $HingePivot
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@onready var door_collision: CollisionShape3D = $DoorBody/DoorCollision
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@onready var interact_area: Area3D = $InteractArea
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var _is_open := false
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var _tween: Tween
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const SWING_DURATION := 0.5
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## How far forward (local -Z) to shift everything so the door sits on the cell boundary.
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const BOUNDARY_OFFSET := 0.0
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func _ready() -> void:
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add_to_group("facing_interactable")
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# Shift children to the cell boundary along the door's forward axis.
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var offset := -transform.basis.z.normalized() * BOUNDARY_OFFSET
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for child: Node3D in [hinge_pivot, $DoorBody, interact_area]:
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child.global_position += offset
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func try_interact(player: CharacterBody3D) -> bool:
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if not interact_area.overlaps_body(player):
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return false
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if _tween and _tween.is_running():
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return true
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_is_open = !_is_open
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_tween = create_tween()
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var swing := -PI / 2.0 if opens_outward else PI / 2.0
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var target_angle := swing if _is_open else 0.0
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_tween.tween_property(hinge_pivot, "rotation:y", target_angle, SWING_DURATION)
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if _is_open:
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door_collision.disabled = true
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else:
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_tween.tween_callback(func(): door_collision.disabled = false)
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return true
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1
elements/entities/door/door.gd.uid
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1
elements/entities/door/door.gd.uid
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uid://bvlqja7ffq8me
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48
elements/entities/door/door.tscn
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48
elements/entities/door/door.tscn
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[gd_scene format=3 uid="uid://dxwcrc6ktiyx5"]
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[ext_resource type="Script" uid="uid://bvlqja7ffq8me" path="res://elements/entities/door/door.gd" id="1_script"]
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[ext_resource type="Material" uid="uid://u4la7a0y4ti1" path="res://textures/tb/door/door/7a.tres" id="2_fbfc2"]
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[ext_resource type="Shader" uid="uid://cdkesoyod4tga" path="res://shaders/door.gdshader" id="2_shader"]
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[ext_resource type="Texture2D" uid="uid://d1ltfx6s4kou4" path="res://textures/tb/door/door/7a.png" id="3_texture"]
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[sub_resource type="BoxMesh" id="BoxMesh_door"]
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material = ExtResource("2_fbfc2")
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size = Vector3(2, 2.6, 0.125)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_door"]
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render_priority = 0
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shader = ExtResource("2_shader")
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shader_parameter/door_texture = ExtResource("3_texture")
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shader_parameter/uv_scale = Vector3(3, 2, 3)
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[sub_resource type="BoxShape3D" id="BoxShape3D_m5tju"]
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size = Vector3(2, 2.5, 0.125)
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[sub_resource type="BoxShape3D" id="BoxShape3D_interact"]
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size = Vector3(2001.897, 2.546997, 3)
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[node name="Door" type="Node3D" unique_id=1729595504]
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script = ExtResource("1_script")
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[node name="HingePivot" type="Node3D" parent="." unique_id=29731943]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 1.12, 0)
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[node name="DoorMesh" type="MeshInstance3D" parent="HingePivot" unique_id=839410192]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0)
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mesh = SubResource("BoxMesh_door")
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surface_material_override/0 = SubResource("ShaderMaterial_door")
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[node name="DoorBody" type="StaticBody3D" parent="." unique_id=376301710]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.12, 0)
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collision_mask = 0
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[node name="DoorCollision" type="CollisionShape3D" parent="DoorBody" unique_id=1652482101]
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shape = SubResource("BoxShape3D_m5tju")
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[node name="InteractArea" type="Area3D" parent="." unique_id=1749724580]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.12, 0)
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collision_layer = 0
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monitorable = false
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[node name="InteractShape" type="CollisionShape3D" parent="InteractArea" unique_id=329907396]
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shape = SubResource("BoxShape3D_interact")
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