master
selim 2026-01-12 14:36:35 +01:00
parent d3e93435a7
commit adeb8fa272
76 changed files with 165075 additions and 183 deletions

163310
21929_Key_v1.obj 100644

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@ -5,43 +5,54 @@ enum AgeState { BABY, TEEN }
var current_age = AgeState.BABY
# --- REFERENZEN ---
# --- REFERENZEN (Müssen im Inspektor zugewiesen werden) ---
# 1. Player & Controller
@export var controller : XRController3D
@export var player_body : CharacterBody3D
@export var player : XROrigin3D
@export var world_env : WorldEnvironment
@export var movement_direct : Node
@export var camera : Camera3D
# Audio
# 2. Environment
@export var world_env : WorldEnvironment
# 3. Audio
@export var audio_baby : AudioStreamPlayer3D
@export var audio_teen : AudioStreamPlayer3D
# NEU: Die 3D-Modelle für das Tipi/Burg
# 4. Tipi / Burg Meshes
@export var mesh_castle : Node3D
@export var mesh_fort : Node3D
# 5. Bewegliches Objekt (Regal)
@export var heavy_object : RigidBody3D
func _ready():
# Automatisch Controller finden, falls vergessen
if not controller:
controller = get_parent().get_parent()
if controller:
controller.button_pressed.connect(_on_button_pressed)
print("Uhr verbunden mit Controller: ", controller.name)
else:
printerr("FEHLER: Kein Controller gefunden!")
# Initial einmal hart setzen
# Initial einmal hart setzen (ohne Animation)
apply_age_physics(false)
func _on_button_pressed(button_name: String):
match button_name:
"trigger_click": # Älter
"trigger_click": # Älter werden
change_age(1)
"grip_click": # Jünger
"grip_click": # Jünger werden
change_age(-1)
func change_age(direction: int):
var new_age_value = current_age + direction
# Begrenzen: Nicht jünger als Baby, nicht älter als Teen
if new_age_value < AgeState.BABY:
print("Du bist schon ein Baby!")
return
@ -52,12 +63,13 @@ func change_age(direction: int):
current_age = new_age_value
print("Wechsle Alter zu: ", AgeState.keys()[current_age])
# Physik und Aussehen aktualisieren (mit Animation)
apply_age_physics(true)
func apply_age_physics(animate: bool = true):
# Sicherheitscheck (Jetzt auch mit den Meshes)
if not player_body or not world_env or not movement_direct or not camera or not audio_baby or not audio_teen or not mesh_castle or not mesh_fort:
printerr("FEHLER: Bitte ALLE Nodes (auch Castle/Fort) im Inspektor zuweisen!")
# Sicherheitscheck: Sind alle Nodes zugewiesen?
if not player_body or not world_env or not movement_direct or not camera or not audio_baby or not audio_teen or not mesh_castle or not mesh_fort or not heavy_object:
printerr("FEHLER: Bitte ALLE Referenzen im Inspektor der Uhr zuweisen!")
return
# --- ZIELWERTE DEFINIEREN ---
@ -70,46 +82,69 @@ func apply_age_physics(animate: bool = true):
var target_vol_teen = -80.0
var translation_step = Vector3.ZERO
# NEU: Sichtbarkeit
# Sichtbarkeit der Meshes
var show_castle = false
var show_fort = false
# Regal Status
var make_object_movable = false
match current_age:
AgeState.BABY:
target_saturation = 2.0
# BABY WERTE
target_saturation = 2.0 # Bunt
target_height_min = 0.2
target_height_max = 0.6
target_speed = 1.0
target_fov = 40.0
target_height_max = 0.6 # Klein
target_speed = 1.0 # Langsam
target_fov = 40.0 # Tunnelblick
# Audio: Baby an, Teen aus
target_vol_baby = 0.0
target_vol_teen = -80.0
# Sicherheitsabstand beim Schrumpfen
translation_step = Vector3(0, 0.05, 0)
# NEU: Baby sieht Castle
# Meshes: Burg sichtbar
show_castle = true
show_fort = false
# Regal: Fest (zu schwer)
make_object_movable = false
AgeState.TEEN:
target_saturation = 0.5
# TEEN WERTE
target_saturation = 0.5 # Grau
target_height_min = 0.6
target_height_max = 2.5
target_speed = 3.0
target_fov = 75.0
target_height_max = 2.5 # Groß
target_speed = 3.0 # Schnell
target_fov = 75.0 # Weitblick
# Audio: Baby aus, Teen an
target_vol_baby = -80.0
target_vol_teen = 0.0
# Sicherheitsabstand beim Wachsen
translation_step = Vector3(0, 0.5, 0)
# NEU: Teen sieht Fort
# Meshes: Deckenburg sichtbar
show_castle = false
show_fort = true
# Regal: Beweglich (stark)
make_object_movable = true
# --- ANWENDUNG ---
# 1. Sichtbarkeit sofort umschalten (damit keine Collision Bugs entstehen)
# 1. Sofortige Schaltungen (Visuelles & Physik Logik)
mesh_castle.visible = show_castle
mesh_fort.visible = show_fort
# 2. Sofortige Physik-Änderungen
# Aufruf des Skripts auf dem Regal (HeavyObject.gd)
if heavy_object.has_method("set_movable"):
heavy_object.set_movable(make_object_movable)
# 2. Sofortige Positionierung (gegen Stuck-Bugs)
if animate:
player.translate(translation_step)
@ -122,6 +157,7 @@ func apply_age_physics(animate: bool = true):
tween.set_trans(Tween.TRANS_SINE)
tween.set_ease(Tween.EASE_IN_OUT)
# Alle Werte über 1 Sekunde blenden
tween.tween_property(world_env.environment, "adjustment_saturation", target_saturation, 1.0)
tween.tween_property(player_body, "player_height_max", target_height_max, 1.0)
tween.tween_property(movement_direct, "max_speed", target_speed, 1.0)
@ -130,7 +166,7 @@ func apply_age_physics(animate: bool = true):
tween.tween_property(audio_teen, "volume_db", target_vol_teen, 1.0)
else:
# Start-Setup (Hart setzen)
# Start-Setup (Hart setzen ohne Animation)
world_env.environment.adjustment_saturation = target_saturation
player_body.player_height_max = target_height_max
movement_direct.max_speed = target_speed

11
HeavyObject.gd 100644
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@ -0,0 +1,11 @@
extends RigidBody3D
func set_movable(can_move: bool):
if can_move:
# TEEN: Regal wird physikalisch, kann geschoben werden
freeze = false
# Optional: Schlafeinschlafen verhindern, damit es sofort reagiert
sleeping = false
else:
# BABY: Regal friert ein, wirkt wie eine Wand
freeze = true

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@ -3,14 +3,12 @@
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[ext_resource type="Script" uid="uid://ceqc6auge0rjs" path="res://ChronoWatch.gd" id="4_sweqy"]
[ext_resource type="PackedScene" uid="uid://buevt1k3wgtq6" path="res://watch.tscn" id="6_1jxqw"]
[sub_resource type="BoxShape3D" id="BoxShape3D_hqtel"]
size = Vector3(0.1, 0.1, 0.2)
[node name="Player" type="XROrigin3D"]
[node name="Player" type="XROrigin3D" groups=["Baby"]]
[node name="Camera" type="XRCamera3D" parent="."]
@ -20,36 +18,30 @@ tracker = &"left_hand"
[node name="MovementDirect" parent="LeftController" instance=ExtResource("2_sweqy")]
strafe = true
[node name="Area3D" type="Area3D" parent="LeftController"]
[node name="LeftHand" parent="LeftController/Area3D" instance=ExtResource("2_hqtel")]
[node name="FunctionPickup" parent="LeftController" instance=ExtResource("3_1jxqw")]
hand_offset_mode = 4
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[node name="LeftHand" parent="LeftController" instance=ExtResource("2_hqtel")]
hand_offset_mode = 4
[node name="RightController" type="XRController3D" parent="."]
tracker = &"right_hand"
[node name="Area3D" type="Area3D" parent="RightController"]
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[node name="RightHand" parent="RightController" instance=ExtResource("2_i3pqv")]
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[node name="Watch" type="Node3D" parent="RightController" node_paths=PackedStringArray("controller", "player_body", "player", "movement_direct", "camera")]
transform = Transform3D(0.7, 0, 0, 0, 0.7, 0, 0, 0, 0.7, 0, 0, 0)
script = ExtResource("4_sweqy")
controller = NodePath("../..")
player_body = NodePath("../../../PlayerBody")
player = NodePath("../../..")
movement_direct = NodePath("../../../LeftController/MovementDirect")
camera = NodePath("../../../Camera")
controller = NodePath("..")
player_body = NodePath("../../PlayerBody")
player = NodePath("../..")
movement_direct = NodePath("../../LeftController/MovementDirect")
camera = NodePath("../../Camera")
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@ -25,6 +25,10 @@ XrSimulator="*res://addons/xr-simulator/XRSimulator.tscn"
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