NEON-25: fix gdlint (line length, class-definitions-order)
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0a86215bc0
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387b61b577
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@ -4,8 +4,9 @@ extends RefCounted
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## `isometric_follow_camera.gd`. No `class_name` — see repo Godot headless / CI notes.
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## `isometric_follow_camera.gd`. No `class_name` — see repo Godot headless / CI notes.
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## Orbit yaw (rad) around the follow target **vertical axis**, **relative to** the rig’s fixed
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## Orbit yaw (rad) around the follow target **vertical axis**, **relative to** the rig’s fixed
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## presentation compass (`presentation_yaw_deg` on `isometric_follow_camera.gd`). This is **not** total
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## presentation compass (`presentation_yaw_deg` on `isometric_follow_camera.gd`).
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## camera compass—only the optional orbit delta. Prototype UX keeps this at **0** (`allow_yaw` false).
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## This is **not** total camera compass—only the optional orbit delta.
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## Prototype UX keeps this at **0** (`allow_yaw` false).
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var yaw: float = 0.0
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var yaw: float = 0.0
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## Scene path to the follow anchor (typically `CharacterBody3D` / `Node3D`).
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## 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")
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## When eye-to-desired distance exceeds this, snap (server snap / huge teleports).
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## When eye-to-desired distance exceeds this, snap (server snap / huge teleports).
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@export var snap_distance: float = 24.0
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@export var snap_distance: float = 24.0
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@onready var camera: Camera3D = $Camera3D
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## Latest [CameraState] tick; same object each frame (see NEON-25 plan).
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## Latest [CameraState] tick; same object each frame (see NEON-25 plan).
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var camera_state:
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var camera_state:
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get:
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get:
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@ -34,6 +32,8 @@ var _smoothed_eye: Vector3 = Vector3.ZERO
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var _orbit_yaw_rad: float = 0.0
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var _orbit_yaw_rad: float = 0.0
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var _warned_missing_follow_target: bool = false
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var _warned_missing_follow_target: bool = false
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@onready var camera: Camera3D = $Camera3D
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func _ready() -> void:
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func _ready() -> void:
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_state = CameraStateScript.new()
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_state = CameraStateScript.new()
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@ -96,7 +96,8 @@ func _process(delta: float) -> void:
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func _sync_camera_state(focus: Vector3) -> void:
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func _sync_camera_state(focus: Vector3) -> void:
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# `CameraState.yaw` stores **orbit delta** only; world-fixed diagonal framing is `presentation_yaw_deg`.
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# `CameraState.yaw` = orbit delta only; world-fixed diagonal framing =
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# `presentation_yaw_deg`.
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_state.follow_target_path = follow_target_path
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_state.follow_target_path = follow_target_path
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_state.distance = follow_distance
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_state.distance = follow_distance
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_state.zoom_band_index = 0
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_state.zoom_band_index = 0
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@ -118,7 +119,8 @@ func _warn_missing_follow_target_once() -> void:
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return
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return
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_warned_missing_follow_target = true
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_warned_missing_follow_target = true
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push_warning(
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push_warning(
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"IsometricFollowCamera: follow_target_path is empty or does not resolve to a Node3D; camera not updating."
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"IsometricFollowCamera: follow_target_path is empty or does not resolve to a Node3D; "
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+ "camera not updating."
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)
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)
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@ -3,7 +3,8 @@ extends Node3D
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## NS-16: composes ground pick + server authority; see `ground_pick.gd` /
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## NS-16: composes ground pick + server authority; see `ground_pick.gd` /
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## `position_authority_client.gd`. NS-18: interaction POST + radius glow preview (see child nodes).
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## `position_authority_client.gd`. NS-18: interaction POST + radius glow preview (see child nodes).
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## NS-23: bakes `NavigationRegion3D` on startup; boot snap vs nav goal from authority signal.
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## NS-23: bakes `NavigationRegion3D` on startup; boot snap vs nav goal from authority signal.
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## NEON-25: follow camera is `World/IsometricFollowCamera/Camera3D` (see `isometric_follow_camera.gd`).
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## NEON-25: follow camera is `World/IsometricFollowCamera/Camera3D`
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## (see `isometric_follow_camera.gd`).
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## Prototype: two random short bumps (sibling StaticBody3D under NavigationRegion3D; see
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## Prototype: two random short bumps (sibling StaticBody3D under NavigationRegion3D; see
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## `random_floor_bumps.gd`) before nav bake.
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## `random_floor_bumps.gd`) before nav bake.
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