feat: upgraded project to godot 4.3
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a8151b2663
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7ceea27259
19 changed files with 53 additions and 35 deletions
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@ -11,7 +11,7 @@ void EnemyWorldState::_bind_methods() {
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GDPROPERTY_HINTED(available_goals_inspector, gd::Variant::ARRAY, gd::PROPERTY_HINT_ARRAY_TYPE, GDRESOURCETYPE("Goal"));
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}
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void EnemyWorldState::_ready() { GDGAMEONLY();
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void EnemyWorldState::_ready() {
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this->parent_unit->connect("plan_interrupted", callable_mp(this, &EnemyWorldState::queue_select_and_set_target));
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this->awareness_area = this->get_node<gd::Area3D>("%AwarenessArea");
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this->awareness_area->connect("body_entered", callable_mp(this, &EnemyWorldState::on_awareness_entered));
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@ -85,7 +85,7 @@ void Planner::_bind_methods() {
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GDPROPERTY_HINTED(actions_inspector, gd::Variant::ARRAY, gd::PROPERTY_HINT_ARRAY_TYPE, ActionDB::get_array_hint());
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}
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void Planner::_ready() { GDGAMEONLY();
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void Planner::_ready() {
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this->world_state = this->get_node<ActorWorldState>("%ActorWorldState");
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}
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@ -14,8 +14,8 @@ void NavMarker::_bind_methods() {
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void NavMarker::_process(double) {
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#ifdef DEBUG_ENABLED
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GDEDITORONLY()
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if(gd::EditorInterface::get_singleton()->get_selection()->get_selected_nodes().has(this)) {
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// only run in editor while selected
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if(gd::Engine::get_singleton()->is_editor_hint() && gd::EditorInterface::get_singleton()->get_selection()->get_selected_nodes().has(this)) {
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gd::RID const map_id{this->get_world_3d()->get_navigation_map()};
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gd::Vector3 const new_point{gd::NavigationServer3D::get_singleton()->map_get_closest_point(map_id, this->get_global_position())};
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this->set_global_position(new_point);
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@ -22,12 +22,12 @@ NavRoom *NavRoom::get_closest_room(gd::Vector3 const &closest_to) {
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return candidate;
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}
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void NavRoom::_enter_tree() { GDGAMEONLY()
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void NavRoom::_enter_tree() {
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NavRoom::rooms.push_back(this);
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this->connect("child_entered_tree", callable_mp(this, &NavRoom::on_child_entered));
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}
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void NavRoom::_exit_tree() { GDGAMEONLY()
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void NavRoom::_exit_tree() {
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NavRoom::rooms.erase(this);
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}
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@ -50,24 +50,24 @@ void initialize_gdextension_types(gd::ModuleInitializationLevel p_level)
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ItemDB::register_item<Lasercutter>();
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ItemDB::register_item<Welder>();
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GDREGISTER_CLASS(goap::ActorWorldState);
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GDREGISTER_RUNTIME_CLASS(goap::ActorWorldState);
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GDREGISTER_CLASS(goap::Goal);
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GDREGISTER_CLASS(goap::Planner);
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GDREGISTER_CLASS(goap::State);
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GDREGISTER_RUNTIME_CLASS(goap::Planner);
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GDREGISTER_RUNTIME_CLASS(goap::State);
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GDREGISTER_CLASS(MoveTo);
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GDREGISTER_CLASS(Animate);
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GDREGISTER_CLASS(Activate);
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GDREGISTER_CLASS(UnitWorldState);
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GDREGISTER_CLASS(EnemyWorldState);
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GDREGISTER_CLASS(GoalMarker);
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GDREGISTER_CLASS(Unit);
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GDREGISTER_CLASS(RTSGameMode);
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GDREGISTER_CLASS(RTSPlayer);
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GDREGISTER_CLASS(EntityHealth);
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GDREGISTER_RUNTIME_CLASS(MoveTo);
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GDREGISTER_RUNTIME_CLASS(Animate);
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GDREGISTER_RUNTIME_CLASS(Activate);
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GDREGISTER_RUNTIME_CLASS(UnitWorldState);
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GDREGISTER_RUNTIME_CLASS(EnemyWorldState);
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GDREGISTER_RUNTIME_CLASS(GoalMarker);
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GDREGISTER_RUNTIME_CLASS(Unit);
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GDREGISTER_RUNTIME_CLASS(EntityHealth);
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GDREGISTER_CLASS(NavMarker);
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GDREGISTER_CLASS(NavRoom);
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GDREGISTER_CLASS(Inventory);
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GDREGISTER_RUNTIME_CLASS(NavRoom);
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GDREGISTER_RUNTIME_CLASS(Inventory);
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GDREGISTER_CLASS(RTSGameMode);
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GDREGISTER_RUNTIME_CLASS(RTSPlayer);
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}
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extern "C"
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@ -7,6 +7,6 @@ void RTSGameMode::_bind_methods() {
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#define CLASSNAME RTSGameMode
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}
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void RTSGameMode::_ready() { GDGAMEONLY();
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void RTSGameMode::_ready() {
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godot::Engine::get_singleton()->set_max_fps(60);
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}
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@ -20,7 +20,7 @@ void Unit::_bind_methods() {
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GDFUNCTION(use_weapon);
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}
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void Unit::_enter_tree() { GDGAMEONLY();
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void Unit::_enter_tree() {
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this->agent = this->get_node<gd::NavigationAgent3D>("%NavigationAgent3D");
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this->agent->connect("velocity_computed", callable_mp(this, &Unit::on_velocity_computed));
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this->planner = this->get_node<goap::Planner>("%Planner");
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@ -32,7 +32,7 @@ void Unit::_enter_tree() { GDGAMEONLY();
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this->inventory = this->get_node<Inventory>("%Inventory");
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}
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void Unit::_physics_process(double) { GDGAMEONLY();
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void Unit::_physics_process(double) {
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this->move_and_slide();
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if(!this->get_velocity().is_zero_approx()) {
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gd::RID const map_id{this->get_world_3d()->get_navigation_map()};
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@ -24,7 +24,7 @@ void UnitWorldState::_bind_methods() {
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GDFUNCTION(get_target_global_position);
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}
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void UnitWorldState::_enter_tree() { GDGAMEONLY();
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void UnitWorldState::_enter_tree() {
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this->parent_unit = gd::Object::cast_to<Unit>(this->get_parent());
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this->agent = this->get_node<gd::NavigationAgent3D>("%NavigationAgent3D");
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this->eye_location = this->get_node<gd::Node3D>("%Eyes");
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