prototype vibe
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@@ -4,11 +4,34 @@ extends StaticBody3D
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func _ready() -> void:
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add_to_group("portals")
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if stats.variant == PortalStats.Kind.RED:
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add_to_group("red_portal")
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_apply_appearance()
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PortalData.register(self, stats)
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func _exit_tree() -> void:
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PortalData.deregister(self)
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func _process(delta: float) -> void:
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var mesh: Node3D = get_node_or_null("Mesh")
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if mesh:
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mesh.rotate_y(delta * 1.5)
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func _apply_appearance() -> void:
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var mesh: MeshInstance3D = get_node_or_null("Mesh")
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if not mesh:
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return
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var mat := StandardMaterial3D.new()
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mat.emission_enabled = true
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mat.emission_energy_multiplier = 0.8
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if stats.variant == PortalStats.Kind.RED:
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mat.albedo_color = Color(0.9, 0.1, 0.1, 1)
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mat.emission = Color(1.0, 0.25, 0.25, 1)
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else:
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mat.albedo_color = Color(0.4, 0.2, 0.85, 1)
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mat.emission = Color(0.6, 0.35, 1.0, 1)
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mesh.material_override = mat
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func _on_detection_area_body_entered(body: Node3D) -> void:
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if body is CharacterBody3D and body.name == "Player":
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EventBus.portal_entered.emit(self, body)
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