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@tool
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extends Node
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# This does not effect runtime yet but will in the future.
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@export_category("Controller Editor Module")
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@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
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set(new_rotation):
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if HEAD:
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head_y_rotation = new_rotation
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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update_configuration_warnings()
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@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
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set(new_rotation):
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if HEAD:
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head_x_rotation = new_rotation
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HEAD.rotation.x = deg_to_rad(head_x_rotation)
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update_configuration_warnings()
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@export_group("Nodes")
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@export var CHARACTER : CharacterBody3D
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@export var head_path : String = "Head" # Relative to the parent node
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#@export var CAMERA : Camera3D
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#@export var HEADBOB_ANIMATION : AnimationPlayer
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#@export var JUMP_ANIMATION : AnimationPlayer
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#@export var CROUCH_ANIMATION : AnimationPlayer
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#@export var COLLISION_MESH : CollisionShape3D
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@onready var HEAD = get_node("../" + head_path)
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func _ready():
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if !Engine.is_editor_hint():
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#print("not editor")
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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HEAD.rotation.x = deg_to_rad(head_x_rotation)
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func _get_configuration_warnings():
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var warnings = []
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if head_y_rotation > 360:
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warnings.append("The head rotation is greater than 360")
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if head_y_rotation < -360:
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warnings.append("The head rotation is less than -360")
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# Returning an empty array gives no warnings
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return warnings
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