dead camera much improved and has the ability to step through multiple stages
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@@ -1,29 +1,39 @@
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extends Node3D
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const DEAD_CAM_FOV = 50.0
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@export var MOVE_SPEED = 30
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@export var CAMERA_LOOK_SPEED = 20
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@export var FOV_CHANGE_SPEED = 40
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@onready var look_ray = $LookRay
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@onready var camera = $Camera3D
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@onready var camera = $CameraRigid/Camera3D
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@onready var camera_rigid: RigidBody3D = $CameraRigid
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@onready var timer = $Timer
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@onready var level_control = get_tree().current_scene
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@onready var whiteout = $Whiteout
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const ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
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@onready var ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
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@onready var animation_player = $AnimationPlayer
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@onready var cam_target: Node3D = $CamTarget
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var focus_dist
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var target : Node
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var focus_target
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var respawn_position
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var respawn_rotation
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var taunt_node
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var respawn_fov
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const DEAD_CAM_FOV = 50.0
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var respawn = false
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var anim_step = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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Engine.time_scale = .05
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AudioServer.set_bus_effect_enabled(0,0,true)
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#set FOV
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camera.fov = respawn_fov
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@@ -31,7 +41,7 @@ func _ready():
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level_control.player.stamina_counter.visible = false
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#start timer
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timer.start()
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timer.start(.3)
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#highlight target
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if target != null:
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@@ -39,6 +49,7 @@ func _ready():
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taunt_spawn.text = taunt_spawn.taunts.pick_random()
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target.add_child(taunt_spawn)
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taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
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taunt_node = taunt_spawn
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for i in target.outline_meshes:
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@@ -61,24 +72,43 @@ func _process(delta):
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camera.attributes.dof_blur_near_distance = focus_dist - 2
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if target == null:
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respawn = true
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anim_step = 3
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# Move towards and look at target
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if respawn == false:
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#calculate move direction
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var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
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position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov, 40.0, delta * 5)
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elif respawn == true:
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animation_player.play("whiteout")
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camera_rigid.global_position = lerp(camera_rigid.global_position,cam_target.global_position, delta * 100)
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match anim_step:
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0:
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#Show enemy that killed player
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var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target_pos_adjusted
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov, 40.0, delta * 5)
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1:
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#aim at player from enemy
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Engine.time_scale = .1
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AudioServer.set_bus_effect_enabled(0,0,true)
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taunt_node.visible = false
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var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target.global_position
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov, 110.0, delta * 100)
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2:
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var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target.global_position
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov, 110.0, delta * 100)
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animation_player.play("whiteout")
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func _on_timer_timeout():
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respawn = true
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anim_step += 1
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print("ANIM STEP " +str(anim_step))
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func reload_level():
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get_tree().reload_current_scene()
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