vrp-years-apart/ChronoWatch.gd

176 lines
4.9 KiB
GDScript

extends Node3D
# Wir definieren unsere 2 Altersstufen
enum AgeState { BABY, TEEN }
var current_age = AgeState.BABY
# --- REFERENZEN (Müssen im Inspektor zugewiesen werden) ---
# 1. Player & Controller
@export var controller : XRController3D
@export var player_body : CharacterBody3D
@export var player : XROrigin3D
@export var movement_direct : Node
@export var camera : Camera3D
# 2. Environment
@export var world_env : WorldEnvironment
# 3. Audio
@export var audio_baby : AudioStreamPlayer3D
@export var audio_teen : AudioStreamPlayer3D
# 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 (ohne Animation)
apply_age_physics(false)
func _on_button_pressed(button_name: String):
match button_name:
"trigger_click": # Älter werden
change_age(1)
"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
elif new_age_value > AgeState.TEEN:
print("Du bist schon erwachsen!")
return
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: 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 ---
var target_saturation = 1.0
var target_height_max = 0.0
var target_height_min = 0.0
var target_speed = 0.0
var target_fov = 75.0
var target_vol_baby = -80.0
var target_vol_teen = -80.0
var translation_step = Vector3.ZERO
# Sichtbarkeit der Meshes
var show_castle = false
var show_fort = false
# Regal Status
var make_object_movable = false
match current_age:
AgeState.BABY:
# BABY WERTE
target_saturation = 2.0 # Bunt
target_height_min = 0.2
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)
# Meshes: Burg sichtbar
show_castle = true
show_fort = false
# Regal: Fest (zu schwer)
make_object_movable = false
AgeState.TEEN:
# TEEN WERTE
target_saturation = 0.5 # Grau
target_height_min = 0.6
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)
# Meshes: Deckenburg sichtbar
show_castle = false
show_fort = true
# Regal: Beweglich (stark)
make_object_movable = true
# --- ANWENDUNG ---
# 1. Sofortige Schaltungen (Visuelles & Physik Logik)
mesh_castle.visible = show_castle
mesh_fort.visible = show_fort
# 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)
player_body.player_height_min = target_height_min
# 3. Animationen (Tweening)
if animate:
var tween = create_tween()
tween.set_parallel(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)
tween.tween_property(camera, "fov", target_fov, 1.0)
tween.tween_property(audio_baby, "volume_db", target_vol_baby, 1.0)
tween.tween_property(audio_teen, "volume_db", target_vol_teen, 1.0)
else:
# 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
camera.fov = target_fov
audio_baby.volume_db = target_vol_baby
audio_teen.volume_db = target_vol_teen