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@tool
class_name ChainTransferBase
extends Node3D
## When true, the chain base is raised to the active (popup) position.
@export var active: bool = false:
set(value):
if value == active:
return
active = value
_set_vertical_position(_active_pos if active else _inactive_pos)
var running: bool = false
var _inactive_pos: float = 0.0
var _active_pos: float = 0.095
var _sb_active_position: Vector3 = Vector3.ZERO
var _sb_inactive_position: Vector3 = Vector3.ZERO
var _chain_base_length: float = 2.0
var _chain_scale: int = 32
var _chain_end_scale: int = 6
var _chain_material: ShaderMaterial
var _chain_end_l_material: ShaderMaterial
var _chain_end_r_material: ShaderMaterial
var _chain_position: float = 0.0
var _chain_end_position: float = 0.0
var _collision_shape: BoxShape3D
var _prev_owner_scale_x: float = NAN
@onready var _container_body: StaticBody3D = get_node("ContainerBody")
@onready var _chain_base: Node3D = get_node("Base")
@onready var _container: Node3D = get_node("Container")
@onready var _chain: Node3D = get_node("Chain")
@onready var _sb: StaticBody3D = get_node("Chain/StaticBody3D")
func _ready() -> void:
_chain_material = _init_material("Chain")
_chain_end_l_material = _init_material("Chain/ChainL")
_chain_end_r_material = _init_material("Chain/ChainR")
_chain_position = 0.0
_chain_end_position = 0.0
_set_all_chain_positions(0.0, 0.0)
var collision_shape_node := _sb.get_node("CollisionShape3D") as CollisionShape3D
if collision_shape_node and collision_shape_node.shape:
collision_shape_node.shape = collision_shape_node.shape.duplicate() as BoxShape3D
_collision_shape = collision_shape_node.shape
owner = get_parent().get_parent()
if owner:
if _chain_material:
_chain_material.set_shader_parameter("Scale", owner.scale.x * _chain_scale)
if _collision_shape:
_collision_shape.size.x = _chain_base_length * owner.scale.x
_scale_children(_chain_base)
_scale_children(_container)
_scale_children(_chain)
_set_vertical_position(_active_pos if active else _inactive_pos)
func _physics_process(delta: float) -> void:
if running:
var local_left := _sb.global_transform.basis.x.normalized()
_sb.constant_linear_velocity = local_left * owner.speed
_sb.position = _sb_active_position
_sb.rotation = Vector3.ZERO
if _chain_material and owner:
var chain_meters: float = owner.scale.x * _chain_base_length
var chain_links_per_meter: float = round(owner.scale.x * _chain_scale) / chain_meters
if not EditorInterface.is_simulation_paused():
_chain_position += owner.speed / chain_meters * delta
_chain_position = fmod((fmod(_chain_position, 1) + 1.0), 1)
_chain_end_position += owner.speed * chain_links_per_meter / _chain_end_scale * delta
_chain_end_position = fmod((fmod(_chain_end_position, 1) + 1.0), 1)
_set_all_chain_positions(_chain_position, _chain_end_position)
if owner and owner.scale.x != _prev_owner_scale_x:
_prev_owner_scale_x = owner.scale.x
if _chain_material:
_chain_material.set_shader_parameter("Scale", owner.scale.x * _chain_scale)
if _collision_shape:
_collision_shape.size.x = _chain_base_length * owner.scale.x
_scale_children(_chain_base)
_scale_children(_container)
_scale_children(_chain)
func turn_on() -> void:
running = true
func turn_off() -> void:
running = false
_chain_position = 0.0
_chain_end_position = 0.0
_set_all_chain_positions(0.0, 0.0)
_sb.position = _sb_inactive_position
_sb.rotation = Vector3.ZERO
_sb.constant_linear_velocity = Vector3.ZERO
func _init_material(path: String) -> ShaderMaterial:
var m := get_node(path) as MeshInstance3D
var mat := m.mesh.surface_get_material(0).duplicate() as ShaderMaterial
m.set_surface_override_material(0, mat)
return mat
func _set_chain_position(mat: ShaderMaterial, pos: float) -> void:
if mat:
mat.set_shader_parameter("ChainPosition", pos)
func _set_all_chain_positions(chain_pos: float, chain_end_pos: float) -> void:
_set_chain_position(_chain_material, chain_pos)
_set_chain_position(_chain_end_l_material, chain_end_pos)
_set_chain_position(_chain_end_r_material, chain_end_pos)
func _scale_children(nodes_container: Node3D) -> void:
if owner == null:
return
for child in nodes_container.get_children():
if child is Node3D:
child.scale = Vector3(1 / owner.scale.x, 1, 1)
func _set_vertical_position(target_y: float) -> void:
if not is_node_ready():
return
if is_inside_tree():
var tween := create_tween().set_parallel()
for node: Node3D in [_container_body, _container, _chain]:
tween.tween_property(node, "position", Vector3(node.position.x, target_y, node.position.z), 0.15)
else:
for node: Node3D in [_container_body, _container, _chain]:
node.position = Vector3(node.position.x, target_y, node.position.z)