NEON-25: fix gdlint (line length, class-definitions-order)

pull/31/head
VinPropane 2026-04-08 00:05:55 -04:00
parent 0a86215bc0
commit 387b61b577
3 changed files with 11 additions and 7 deletions

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@ -4,8 +4,9 @@ extends RefCounted
## `isometric_follow_camera.gd`. No `class_name` — see repo Godot headless / CI notes. ## `isometric_follow_camera.gd`. No `class_name` — see repo Godot headless / CI notes.
## Orbit yaw (rad) around the follow target **vertical axis**, **relative to** the rigs fixed ## Orbit yaw (rad) around the follow target **vertical axis**, **relative to** the rigs fixed
## presentation compass (`presentation_yaw_deg` on `isometric_follow_camera.gd`). This is **not** total ## presentation compass (`presentation_yaw_deg` on `isometric_follow_camera.gd`).
## camera compass—only the optional orbit delta. Prototype UX keeps this at **0** (`allow_yaw` false). ## This is **not** total camera compass—only the optional orbit delta.
## Prototype UX keeps this at **0** (`allow_yaw` false).
var yaw: float = 0.0 var yaw: float = 0.0
## Scene path to the follow anchor (typically `CharacterBody3D` / `Node3D`). ## Scene path to the follow anchor (typically `CharacterBody3D` / `Node3D`).

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@ -22,8 +22,6 @@ const CameraStateScript := preload("res://scripts/camera_state.gd")
## When eye-to-desired distance exceeds this, snap (server snap / huge teleports). ## When eye-to-desired distance exceeds this, snap (server snap / huge teleports).
@export var snap_distance: float = 24.0 @export var snap_distance: float = 24.0
@onready var camera: Camera3D = $Camera3D
## Latest [CameraState] tick; same object each frame (see NEON-25 plan). ## Latest [CameraState] tick; same object each frame (see NEON-25 plan).
var camera_state: var camera_state:
get: get:
@ -34,6 +32,8 @@ var _smoothed_eye: Vector3 = Vector3.ZERO
var _orbit_yaw_rad: float = 0.0 var _orbit_yaw_rad: float = 0.0
var _warned_missing_follow_target: bool = false var _warned_missing_follow_target: bool = false
@onready var camera: Camera3D = $Camera3D
func _ready() -> void: func _ready() -> void:
_state = CameraStateScript.new() _state = CameraStateScript.new()
@ -96,7 +96,8 @@ func _process(delta: float) -> void:
func _sync_camera_state(focus: Vector3) -> void: func _sync_camera_state(focus: Vector3) -> void:
# `CameraState.yaw` stores **orbit delta** only; world-fixed diagonal framing is `presentation_yaw_deg`. # `CameraState.yaw` = orbit delta only; world-fixed diagonal framing =
# `presentation_yaw_deg`.
_state.follow_target_path = follow_target_path _state.follow_target_path = follow_target_path
_state.distance = follow_distance _state.distance = follow_distance
_state.zoom_band_index = 0 _state.zoom_band_index = 0
@ -118,7 +119,8 @@ func _warn_missing_follow_target_once() -> void:
return return
_warned_missing_follow_target = true _warned_missing_follow_target = true
push_warning( push_warning(
"IsometricFollowCamera: follow_target_path is empty or does not resolve to a Node3D; camera not updating." "IsometricFollowCamera: follow_target_path is empty or does not resolve to a Node3D; "
+ "camera not updating."
) )

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@ -3,7 +3,8 @@ extends Node3D
## NS-16: composes ground pick + server authority; see `ground_pick.gd` / ## NS-16: composes ground pick + server authority; see `ground_pick.gd` /
## `position_authority_client.gd`. NS-18: interaction POST + radius glow preview (see child nodes). ## `position_authority_client.gd`. NS-18: interaction POST + radius glow preview (see child nodes).
## NS-23: bakes `NavigationRegion3D` on startup; boot snap vs nav goal from authority signal. ## NS-23: bakes `NavigationRegion3D` on startup; boot snap vs nav goal from authority signal.
## NEON-25: follow camera is `World/IsometricFollowCamera/Camera3D` (see `isometric_follow_camera.gd`). ## NEON-25: follow camera is `World/IsometricFollowCamera/Camera3D`
## (see `isometric_follow_camera.gd`).
## Prototype: two random short bumps (sibling StaticBody3D under NavigationRegion3D; see ## Prototype: two random short bumps (sibling StaticBody3D under NavigationRegion3D; see
## `random_floor_bumps.gd`) before nav bake. ## `random_floor_bumps.gd`) before nav bake.