Jonas Reith 6eb6758216 Right-size POIs and fix interaction prompt visibility + terrain snap
Three compounding issues, found via user testing:

1. Sprite was 2.56x2.56 units (raw 256px checkerboard at default
   pixel_size) — 5x wider than the player, and collision shapes sized
   to roughly match. Gave AnimatedSprite3D an explicit pixel_size
   (0.004) for a ~1 unit sprite, shrunk the solid CylinderShape3D to
   radius 0.4/height 1.0 and the Area3D trigger sphere to radius 0.6
   accordingly (still >= the solid radius, so touching = interactable
   holds).

2. InteractionPrompt had zero vertical offset, sitting dead center of
   the (huge) sprite — rendering behind/inside it, so the "[F]
   Interact" hint never appeared even though proximity detection and
   the keypress itself worked (confirmed by the user: pressing F did
   work, the hint just never showed telling them to). Gave both
   NameLabel and InteractionPrompt proper offsets above the sprite.

3. Once the collision shapes shrank, a pre-existing ~0.7 unit gap
   between each POI's hand-placed Y (computed with the same
   radius-only height approximation that's only exact along a
   facet's straight edges, not its interior — same class of error as
   the earlier Ort6 out-of-bounds bug) and the true terrain surface
   became consequential: the small collider mostly floated above the
   real ground, giving wildly direction-dependent, sometimes entirely
   missing contact/interaction depending on approach angle. Root-fixed
   rather than re-deriving 36+ positions' exact heights by hand again:
   poi.gd/poi_gate.gd now raycast straight down against the terrain
   in _ready() (after one physics_frame, so the terrain's collision
   shape has had time to register) and snap themselves onto the real
   surface plus a small clearance.

Verified headless: approaching a POI from 4 different directions now
gives consistent ~0.56 unit contact distance and player_nearby=true
in all four (previously: two directions barely touched at ~0.05 units
with interaction never triggering, the other two behaved correctly —
direction-dependent failure, now gone). Re-ran the full 6-gate chain
(still passes) and gate-to-border-prop clearance across 3 randomized
layouts (still 1.3-1.9 units clear, no regression).
2026-08-27 10:05:11 +02:00

66 lines
2.1 KiB
GDScript
Executable File

extends Area3D
@export var poi_name: String = "Ruinen"
@export var marker_color: Color = Color.WHITE
@onready var sprite: AnimatedSprite3D = $AnimatedSprite3D
@onready var name_label: Label3D = $Billboard/NameLabel
@onready var prompt: Label3D = $Billboard/InteractionPrompt
var player_nearby: bool = false
var visited: bool = false
func _ready() -> void:
prompt.visible = false
prompt.text = "[F] Interact"
_update_visuals()
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
# Terrain-Kollision braucht mind. einen Physik-Tick um registriert zu sein
await get_tree().physics_frame
_snap_to_terrain()
# Handplatzierte Y-Werte treffen die geneigten Facetten nicht exakt (die Höhe
# ist keine reine Funktion des Radius, siehe terrain.gd). Statt jede Position
# neu von Hand zu berechnen: per Raycast auf die echte Terrain-Oberfläche
# schnappen, damit Sprite/Hitbox garantiert am Boden sitzen.
func _snap_to_terrain() -> void:
var space_state := get_world_3d().direct_space_state
var from := global_position + Vector3(0, 20, 0)
var to := global_position + Vector3(0, -20, 0)
var query := PhysicsRayQueryParameters3D.create(from, to)
query.exclude = [get_rid(), $StaticBody3D.get_rid()]
var result := space_state.intersect_ray(query)
if result:
global_position.y = result.position.y + 0.5
func _update_visuals() -> void:
if visited:
name_label.text = poi_name
sprite.modulate = marker_color
name_label.modulate = Color(1.0, 1.0, 1.0, 1.0)
else:
name_label.text = "???"
# Ausgegraut, behält aber die Kennfarbe
sprite.modulate = marker_color * Color(0.1, 0.1, 0.1, 1.0)
name_label.modulate = Color(0.6, 0.6, 0.6, 1.0)
func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
player_nearby = true
prompt.text = "[F] Interact"
prompt.visible = true
func _on_body_exited(body: Node3D) -> void:
if body.is_in_group("player"):
player_nearby = false
prompt.visible = false
func _input(event: InputEvent) -> void:
if player_nearby and Input.is_action_just_pressed("interact"):
# Beim ersten Besuch entdecken
if not visited:
visited = true
_update_visuals()
InteractionManager.open_poi(self)