player_interaction: Each instance keeps track of its own camera
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@ -79,6 +79,8 @@ class Fields {
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static event_name : String { "event_name" }
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static distance : String { "distance" }
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static is_active : String { "is_active" }
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static camera : String { "camera" }
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static seen_interaction : String { "seen_interaction" }
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}
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import "luxe: world/states" for AState, States, Op
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@ -101,6 +103,8 @@ class APIGet {
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event_name(entity: Entity) : String { Modifier.get(entity).event_name }
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distance(entity: Entity) : Num { Modifier.get(entity).distance }
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is_active(entity: Entity) : Bool { Modifier.get(entity).is_active }
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camera(entity: Entity) : Num { Modifier.get(entity).camera }
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seen_interaction(entity: Entity) : Num { Modifier.get(entity).seen_interaction }
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}
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class APISet {
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@ -108,6 +112,8 @@ class APISet {
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event_name(entity: Entity, value: String) { Modifier.get(entity).event_name = value }
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distance(entity: Entity, value: Num) { Modifier.get(entity).distance = value }
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is_active(entity: Entity, value: Bool) { Modifier.get(entity).is_active = value }
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camera(entity: Entity, value: Num) { Modifier.get(entity).camera = value }
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seen_interaction(entity: Entity, value: Num) { Modifier.get(entity).seen_interaction = value }
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}
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var APIGetter = APIGet.new()
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@ -18,6 +18,12 @@ class Data {
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#hidden
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var is_active: Bool = true
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#hidden
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var camera: Handle = 0
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#hidden
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var seen_interaction: Handle = 0
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}
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#api
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@ -48,9 +54,9 @@ class System is Modifier {
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attach(player: Entity, data: Data) {
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Log.print("attached to `%(Entity.name(player))` `%(player)` - `%(This)`")
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_camera = Camera.get_default(_world)
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data.camera = Camera.get_default(_world)
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Log.print("Camera Found: %(_camera != null) / %(Entity.name(_camera))")
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Log.print("Camera Found: %(data.camera != null) / %(Entity.name(data.camera))")
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// if (!Physics3D.has(_world)) {
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Physics3D.create_in(_world)
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@ -71,18 +77,26 @@ class System is Modifier {
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Log.print("[[ USE ]]")
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}
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var cam_pos = Transform.get_pos_world(_camera)
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var look_dir = Transform.local_dir_to_world(_camera, 0, 0, -1)
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var cam_pos = Transform.get_pos_world(data.camera)
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var look_dir = Transform.local_dir_to_world(data.camera, 0, 0, -1)
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var look_pos = Math.add(cam_pos, look_dir)
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var did_hit: Bool = false
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var hits = Physics3D.cast_ray(_world, cam_pos, look_dir, data.distance)
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var last_seen = data.seen_interaction
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data.seen_interaction = 0
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for (hit: CastRayResult in hits) {
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if (hit.body_entity == player) continue
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if (Body3D.get.is_sensor(hit.body_entity)) continue
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did_hit = true
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data.seen_interaction = hit.body_entity
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if (hit.body_entity != last_seen) {
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Log.print("Entity Seen: %(Entity.name(hit.body_entity))")
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}
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look_pos = hit.pos
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break
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}
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