Wired up player controls to jet control surfaces; additional jet factory and game mode work
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+26
-12
@@ -1,36 +1,50 @@
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class_name Jet extends Node3D
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class_name Jet extends CharacterBody3D
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@export_enum(
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"CPU:0",
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"PLAYER:1"
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) var control_mode: int = JetController.CPU_MODE
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@export_enum("CPU:0", "PLAYER:1") var control_mode: int = JetController.CPU_MODE
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@export_enum("Allies:0", "Axis:1") var CONFLICT_SIDE: int
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@export_enum(
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"Allies:0",
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"Axis:1",
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"Neutral:2"
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) var faction: int
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@onready var camera: Camera3D = $camera
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@onready var controller: JetController = $controller
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var control_frame: BaseJet = null
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func _ready() -> void:
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pass
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func _process(delta: float) -> void:
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var action = controller.process(delta)
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if not action: return
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#func _process(delta: float) -> void:
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#var action = controller.process(delta)
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#if action:
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#control_frame.do_action(action, delta, self)
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#func _physics_process(delta: float) -> void:
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#var action = controller.physics_process(delta)
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#if not action: return
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func _physics_process(delta: float) -> void:
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var action = controller.process(delta)
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if action:
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control_frame.do_action(action, delta, self)
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move_and_slide()
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#func _unhandled_input(event: InputEvent) -> void:
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#var action = controller.unhandled_input(event)
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#if not action: return
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func set_model(model: Node):
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func set_model(model: Node) -> void:
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add_child(model)
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func set_as_player():
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func set_as_player() -> void:
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camera.current = true
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controller.control_mode = controller.PLAYER_MODE
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func set_as_cpu():
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func set_as_cpu() -> void:
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camera.current = false
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controller.control_mode = controller.CPU_MODE
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