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