generated from krampus/template-godot4
Reordered shot setup
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@ -135,38 +135,6 @@ func take_shot() -> void:
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physics_ball.apply_central_impulse(impulse.rotated(Vector3.UP, -PI / 2.0))
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func _on_phase_change(new_phase: Phase) -> void:
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match new_phase:
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Phase.AIM:
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arrow_animation.play("show")
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camera.make_current()
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power_bar.hide()
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curve_bar.hide()
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Phase.POWER_ADJUST:
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curve_bar.hide()
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power_bar.show()
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power_animation.stop() # Reset if needed
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Phase.CURVE_ADJUST:
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curve_bar.show()
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curve_animation.play("fill")
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Phase.SHOT:
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power_bar.hide()
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curve_bar.hide()
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nice_animation.play("display")
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if not driving_range:
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shot_animation.play("shoot")
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arrow_animation.play("hide")
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take_shot()
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Phase.FINISHED:
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power_bar.hide()
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curve_bar.hide()
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end_shot_track()
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travel_to_ball()
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func insert_free_cam() -> void:
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arrow_animation.play("hide")
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_free_camera = FreeCamera.create(camera)
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@ -220,6 +188,38 @@ func end_shot_track() -> void:
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#tracking_camera.active = false
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func _on_phase_change(new_phase: Phase) -> void:
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match new_phase:
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Phase.AIM:
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arrow_animation.play("show")
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camera.make_current()
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power_bar.hide()
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curve_bar.hide()
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Phase.POWER_ADJUST:
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curve_bar.hide()
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power_bar.show()
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power_animation.stop() # Reset if needed
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Phase.CURVE_ADJUST:
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curve_bar.show()
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curve_animation.play("fill")
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Phase.SHOT:
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power_bar.hide()
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curve_bar.hide()
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nice_animation.play("display")
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if not driving_range:
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shot_animation.play("shoot")
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arrow_animation.play("hide")
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take_shot()
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Phase.FINISHED:
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power_bar.hide()
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curve_bar.hide()
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end_shot_track()
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travel_to_ball()
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func _process(delta: float) -> void:
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## Visual updates
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# Rotation
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