This commit is contained in:
algodoogle
2026-07-28 19:41:31 +01:00
parent 7479cbd656
commit 96ea2dd1ea
18 changed files with 620 additions and 112 deletions
+3
View File
@@ -22,6 +22,9 @@ properties/0/replication_mode = 1
properties/1/path = NodePath(".:cooking_result_time")
properties/1/spawn = true
properties/1/replication_mode = 1
properties/2/path = NodePath(".:cooking_result")
properties/2/spawn = true
properties/2/replication_mode = 1
[sub_resource type="Animation" id="Animation_7uuqv"]
length = 0.001
+47 -13
View File
@@ -6,24 +6,63 @@ const RECIPE_MANAGER = preload("res://RecipeManager.gd")
@onready var snap_zone: XRToolsSnapZone = $XRToolsSnapZone
@onready var progress_bar: ProgressBar3D = $ProgressBar3D
var time_cooked = 0
var cooking_result: String
var cooking_result_time = 0
## Cooking state. All three are replicated (see Hob.tscn's Sync node) and each
## refreshes the display when it changes, which is what makes the hob look alive
## on a client: only the world owner runs the station's _process and its snap
## zone, so a client never reaches the code below by itself and would otherwise
## show a hob that never lights up.
var time_cooked: float = 0.0: set = _set_time_cooked
var cooking_result: String = "": set = _set_cooking_result
var cooking_result_time: float = 0.0: set = _set_cooking_result_time
func _set_time_cooked(value: float) -> void:
if is_equal_approx(time_cooked, value):
return
time_cooked = value
_refresh_display()
func _set_cooking_result(value: String) -> void:
if cooking_result == value:
return
cooking_result = value
_refresh_display()
# The flames follow whether we're cooking, on every peer.
_play_animation("hob" if not cooking_result.is_empty() else "RESET")
func _set_cooking_result_time(value: float) -> void:
if is_equal_approx(cooking_result_time, value):
return
cooking_result_time = value
_refresh_display()
func _ready() -> void:
if not progress_bar or progress_bar is not ProgressBar3D:
push_error("Hob missing reference to progressbar, or wrong type:", progress_bar)
snap_zone.has_picked_up.connect(_on_object_picked_up)
snap_zone.has_dropped.connect(_on_object_dropped)
_refresh_progress_bar()
_refresh_display()
func _refresh_progress_bar() -> void:
func _play_animation(name: String) -> void:
# Replicated setters can fire before the node is in the tree (spawn payload),
# when the @onready children don't exist yet.
var player := get_node_or_null("AnimationPlayer") as AnimationPlayer
if player:
player.play(name)
func _refresh_display() -> void:
# Guarded for the same reason as _play_animation.
if not progress_bar:
return
var progress := 0.0
if cooking_result and cooking_result_time > 0:
progress = clampf(float(time_cooked) / cooking_result_time, 0.0, 1.0)
#print("time_cooked: %s / cooking_result_time: %s = progress: %s" % [time_cooked, cooking_result_time, progress])
progress_bar.set_progress(progress)
progress_bar.set_bar_visible(not cooking_result.is_empty())
progress_bar.override_fill_color(Color.RED if cooking_result == "charcoal" else Color.GREEN)
@@ -44,25 +83,20 @@ func _on_object_picked_up(_item) -> void:
cooking_result = result
cooking_result_time = RECIPE_MANAGER.get_cooking_time(_food_item.id)
print("Hob: set cooking_result ", cooking_result)
_refresh_progress_bar()
$AnimationPlayer.play("hob")
# The setters above already refresh the display and start the flames.
func _on_object_dropped() -> void:
print("Hob: object drop ")
$AnimationPlayer.play("RESET")
time_cooked = 0
cooking_result = ""
cooking_result_time = 0
_refresh_progress_bar()
func convert_held_to_item(_item: String) -> void:
if not NetworkManager.owns_world():
return
print("Hob converting ", _item)
$AnimationPlayer.play("RESET")
var old_pickable = snap_zone.picked_up_object
if not old_pickable:
@@ -86,7 +120,7 @@ func _process(delta: float) -> void:
if cooking_result:
#print("Hob cooking_result: ", cooking_result)
time_cooked += cook_speed * delta
_refresh_progress_bar()
_refresh_display()
if time_cooked >= cooking_result_time:
time_cooked = 0
convert_held_to_item(cooking_result)
+38 -12
View File
@@ -6,10 +6,41 @@ const plate_wash_time: float = 3.0
@onready var snap_zone: XRToolsSnapZone = $XRToolsSnapZone
@onready var progress_bar: ProgressBar3D = $ProgressBar3D
var time_washed: float = 0.0
var is_washing: bool = false
## Washing state. Both are replicated (see sink.tscn's Sync node) and refresh the
## display when they change. Only the world owner runs this station's _process
## and snap zone, so without this a client never updates its bar — it stayed
## frozen on screen long after the plate came out clean.
var time_washed: float = 0.0: set = _set_time_washed
var is_washing: bool = false: set = _set_is_washing
var plate: PlateController = null
func _set_time_washed(value: float) -> void:
if is_equal_approx(time_washed, value):
return
time_washed = value
_refresh_progress_bar()
func _set_is_washing(value: bool) -> void:
if is_washing == value:
return
is_washing = value
_refresh_progress_bar()
_set_effects_playing(is_washing)
# Water, bubbles and the animation follow the washing state on every peer, not
# just the one running the logic.
func _set_effects_playing(playing: bool) -> void:
var player := get_node_or_null("AnimationPlayer") as AnimationPlayer
if player:
player.play("working" if playing else "RESET")
for effect in ["water", "bubbles", "GPUParticles3D"]:
var node := get_node_or_null(effect) as Node3D
if node:
node.visible = playing
func _ready() -> void:
if not progress_bar or progress_bar is not ProgressBar3D:
push_error("Sink missing reference to progressbar, or wrong type:", progress_bar)
@@ -21,6 +52,8 @@ func _ready() -> void:
func _refresh_progress_bar() -> void:
if not progress_bar:
return
progress_bar.set_progress(clampf(float(time_washed) / plate_wash_time, 0.0, 1.0))
progress_bar.set_bar_visible(is_washing)
@@ -29,12 +62,8 @@ func _on_object_picked_up(_item) -> void:
print("Sink: object picked up: ", _item)
plate = _item.get_node_or_null("PlateController") as PlateController
if plate:
# The setter starts the effects and shows the bar, here and on clients.
is_washing = plate.is_dirty
if is_washing:
$AnimationPlayer.play("working")
$bubbles.show()
$water.show()
$GPUParticles3D.show()
func _on_object_dropped() -> void:
@@ -46,13 +75,10 @@ func _reset_sink():
time_washed = 0
is_washing = false
plate = null
$AnimationPlayer.play("RESET")
$water.hide()
$bubbles.hide()
$GPUParticles3D.hide()
_refresh_progress_bar()
func complete_washing():
if not plate:
return
plate.is_dirty = false
_reset_sink()
print("Sink washing complete!")
+4 -1
View File
@@ -16,9 +16,12 @@ stereo = true
size = Vector3(0.5, 0.128, 0.5)
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_np_sink"]
properties/0/path = NodePath(".:progress")
properties/0/path = NodePath(".:time_washed")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:is_washing")
properties/1/spawn = true
properties/1/replication_mode = 1
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0gbf8"]