261 lines
9.2 KiB
GDScript
261 lines
9.2 KiB
GDScript
extends CharacterBody3D
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const LERP_VALUE : float = 0.15
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@onready var camera : Node = $SpringArmPivot/SpringArm3D/Camera3D
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@onready var cameraarm : Node = $SpringArmPivot/SpringArm3D
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const fov_normal : float = 75.0
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const fov_aiming : float = 50.0
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@onready var camerapos_normal : Vector3 = cameraarm.position
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const camerapos_aimoffset : Vector3 = Vector3(0.3, 0.15, 0)
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@onready var camerapos_aim : Vector3 = camerapos_normal + camerapos_aimoffset
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@onready var promptbox = $hud/hud_bottom/promptbox
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var snap_vector : Vector3 = Vector3.DOWN
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var speed : float
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var crouched : bool = false
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var aiming : bool = false
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var walk_speed : float = 2.0
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var creep_speed : float = 3.0
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var run_speed : float = 5.0
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var gravity : float = 50.0
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@onready var player_mesh : Node3D = $CharacterArmature
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@onready var spring_arm_pivot : Node3D = $SpringArmPivot
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var interaction_points : Array[Node]
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var ipoints_initialized : bool = false
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var current_interactables : Array[Node3D]
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var selected_interactable : Node3D = null
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var held_object : Node3D = null
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var locked : bool = false
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var lock_rotation : float = 0.0
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func _physics_process(delta):
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var move_direction : Vector3 = Vector3.ZERO
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move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
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move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
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velocity.y -= gravity * delta
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().quit()
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if !locked:
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if Input.is_action_just_pressed("crouch"):
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if crouched:
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crouched = false
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$CharacterArmature/PlayerVisibilityShape/Crouching.disabled = true
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$CharacterArmature/PlayerVisibilityShape/Standing.disabled = false
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else:
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crouched = true
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$CharacterArmature/PlayerVisibilityShape/Standing.disabled = true
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$CharacterArmature/PlayerVisibilityShape/Crouching.disabled = false
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if Input.is_action_pressed("run") and !crouched:
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speed = run_speed
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elif crouched:
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speed = creep_speed
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else:
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speed = walk_speed
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velocity.x = move_direction.x * speed
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velocity.z = move_direction.z * speed
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if move_direction:
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player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
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aiming = false
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if Input.is_action_pressed("aim"):
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handle_aim()
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aiming = true
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elif Input.is_action_just_pressed("use"):
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handle_use()
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if Input.is_action_just_pressed("use_alt"):
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handle_use_alt()
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if aiming:
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camera.fov = lerpf(camera.fov, fov_aiming, LERP_VALUE)
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cameraarm.position = lerp(cameraarm.position, camerapos_aim, LERP_VALUE)
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elif !aiming:
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camera.fov = lerpf(camera.fov, fov_normal, LERP_VALUE)
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cameraarm.position = lerp(cameraarm.position, camerapos_normal, LERP_VALUE)
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apply_floor_snap()
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move_and_slide()
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else:
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player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, lock_rotation, LERP_VALUE)
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animate(delta)
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check_interactables()
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handle_ui()
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func handle_use():
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if held_object == null and selected_interactable != null:
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if !selected_interactable.grabject and selected_interactable.note_style != "none":
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show_note(selected_interactable.note_style, selected_interactable.note)
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elif selected_interactable.grabject:
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lock_rotation = angle_toward(selected_interactable.global_transform.origin)
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locked = true
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if selected_interactable.low_height:
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$AnimationPlayer_new.play("GrabLow")
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else:
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$AnimationPlayer_new.play("Grab")
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$LockTimer.start(0.62)
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held_object = selected_interactable
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selected_interactable = null
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held_object.hold(0.62)
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elif held_object != null:
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var location : Vector3 = $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.global_transform.origin
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var direction : Vector3 = get_viewport().get_camera_3d().global_transform.basis.z
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location = location + -Vector3(0, 0.1, 0)
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held_object.unhold(location)
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held_object = null
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hide_hand_objects()
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func handle_use_alt():
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if held_object == null and current_interactables.size() > 1:
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current_interactables.pop_front()
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selected_interactable = current_interactables[0]
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func handle_aim():
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if held_object != null:
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var cameraangle = -get_viewport().get_camera_3d().global_transform.basis.z
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player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(cameraangle.x, cameraangle.z), LERP_VALUE)
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if held_object != null and Input.is_action_just_pressed("use"):
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var location : Vector3 = $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.global_transform.origin
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var direction : Vector3 = get_viewport().get_camera_3d().global_transform.basis.z
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location = location + 0.1*(-Vector3(direction.x, 0, direction.z))
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held_object.throw(location, -direction, 20)
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held_object = null
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hide_hand_objects()
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func handle_ui():
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$hud/icon_eye.visible = false
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$hud/icon_hand.visible = false
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if selected_interactable != null and not get_viewport().get_camera_3d().is_position_behind(selected_interactable.global_transform.origin):
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var offset : Vector3 = Vector3(0, 0, 0)
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if selected_interactable.grabject and selected_interactable.icon_offset:
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offset.y = selected_interactable.icon_offset
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var object_coords = get_viewport().get_camera_3d().unproject_position(selected_interactable.global_transform.origin + offset)
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var icon : Control
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if selected_interactable.icon == "eye":
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icon = $hud/icon_eye
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elif selected_interactable.icon == "hand":
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icon = $hud/icon_hand
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else: pass
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var half_size = icon.size.x / 2
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icon.set_position(object_coords - Vector2(half_size, half_size))
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icon.visible = true
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func unlock():
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locked = false
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if held_object.model == "mug":
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$CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint/mug.visible = true
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func hide_hand_objects():
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for object in $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.get_children():
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object.visible = false
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func angle_toward(target : Vector3):
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return (Vector2(target.z, target.x) - Vector2($CharacterArmature.global_transform.origin.z, $CharacterArmature.global_transform.origin.x)).angle()
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func animate(delta):
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if !locked:
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if velocity.length() > 0:
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if speed == run_speed:
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$AnimationPlayer_new.play("Run")
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elif crouched:
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$AnimationPlayer_new.play("Walk_Crouch")
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else:
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$AnimationPlayer_new.play("Walk")
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else:
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if crouched:
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$AnimationPlayer_new.play("Idle_Crouch")
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elif aiming and held_object != null:
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$AnimationPlayer_new.play("Idle_Gun_Pointing")
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else:
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$AnimationPlayer_new.play("Idle_Neutral")
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func check_interactables():
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var new_interactables : Array[Node3D]
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if selected_interactable != null and selected_interactable.global_transform.origin.distance_to(global_transform.origin + Vector3(0, 0.9, 0)) > 1:
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selected_interactable = null
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var objects = $CharacterArmature/GrabArea_Upper.get_overlapping_bodies()
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for object in objects:
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object.low_height = false
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new_interactables.append(object)
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objects = $CharacterArmature/GrabArea_Lower.get_overlapping_bodies()
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for object in objects:
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object.low_height = true
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new_interactables.append(object)
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if ipoints_initialized:
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for point in interaction_points:
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if point.global_transform.origin.distance_to(global_transform.origin + Vector3(0, 0.9, 0)) < 1:
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new_interactables.append(point)
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var the_interactables : Array[Node3D]
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for object in current_interactables:
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if object in new_interactables:
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the_interactables.append(object)
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for object in new_interactables:
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if not object in current_interactables:
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the_interactables.append(object)
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current_interactables.clear()
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current_interactables = the_interactables.duplicate()
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if current_interactables.is_empty():
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$hud/hud_bottom/promptbox/prompt_primary.visible = false
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$hud/hud_bottom/promptbox/prompt_secondary.visible = false
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$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
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else:
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populate_prompts()
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func populate_prompts():
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if selected_interactable == null:
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selected_interactable = current_interactables[0]
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$hud/hud_bottom/promptbox/prompt_primary.text = selected_interactable.prompt
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$hud/hud_bottom/promptbox/prompt_primary.visible = true
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if current_interactables.size() > 1:
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for index in current_interactables.size():
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var object = current_interactables[index]
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if selected_interactable == object and index != 0:
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current_interactables.push_front(current_interactables.pop_at(index))
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$hud/hud_bottom/promptbox/prompt_secondary.text = current_interactables[1].prompt
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$hud/hud_bottom/promptbox/prompt_secondary.visible = true
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if current_interactables.size() > 2:
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$hud/hud_bottom/promptbox/prompt_tertiary.visible = true
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$hud/hud_bottom/promptbox/prompt_tertiary.text = current_interactables[2].prompt
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if current_interactables.size() > 3:
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$hud/hud_bottom/promptbox/prompt_overflow.visible = true
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else:
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$hud/hud_bottom/promptbox/prompt_overflow.visible = false
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else:
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$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
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else:
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$hud/hud_bottom/promptbox/prompt_secondary.visible = false
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$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
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func init_interactionpoints(pointgroup):
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for point in pointgroup.get_children():
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interaction_points.append(point)
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ipoints_initialized = true
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func show_note(style, string):
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$note.setup(get_viewport().size, style, string)
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$hud.visible = false
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$note.visible = true
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get_tree().paused = true
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