From ddc85655be934c01b1f9ad4b3e46c8e92a90c9df Mon Sep 17 00:00:00 2001 From: Minimata Date: Sun, 8 Mar 2026 09:43:38 +0100 Subject: [PATCH] Revert "removed internal" This reverts commit 5408f455af663530d198af11d7b81c4dae71858e. --- export_presets.cfg | 6 ++--- scenes/enemies/Enemy.cs | 2 +- scenes/player_controller/PlayerUi.cs | 2 +- .../components/dash/DashSystem.cs | 20 +++++++------- .../components/head/HeadSystem.cs | 26 +++++++++---------- .../scripts/PlayerController.cs | 6 ++--- 6 files changed, 31 insertions(+), 31 deletions(-) diff --git a/export_presets.cfg b/export_presets.cfg index f7f3baa6..f7bcbbbc 100644 --- a/export_presets.cfg +++ b/export_presets.cfg @@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\") rm -rf \"{temp_dir}\"" dotnet/include_scripts_content=false dotnet/include_debug_symbols=true -dotnet/embed_build_outputs=false +dotnet/embed_build_outputs=true texture_format/bptc=true texture_format/s3tc=true texture_format/etc=false @@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi Remove-Item -Recurse -Force '{temp_dir}'" dotnet/include_scripts_content=false dotnet/include_debug_symbols=true -dotnet/embed_build_outputs=false +dotnet/embed_build_outputs=true texture_format/bptc=true texture_format/s3tc=true texture_format/etc=false @@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi Remove-Item -Recurse -Force '{temp_dir}'" dotnet/include_scripts_content=false dotnet/include_debug_symbols=true -dotnet/embed_build_outputs=false +dotnet/embed_build_outputs=true diff --git a/scenes/enemies/Enemy.cs b/scenes/enemies/Enemy.cs index f7a10210..9b86f798 100644 --- a/scenes/enemies/Enemy.cs +++ b/scenes/enemies/Enemy.cs @@ -57,7 +57,7 @@ public partial class Enemy : CharacterBody3D, // Private stuff private Area3D _damageBox = null!; - private Node3D _target = null!; + internal Node3D _target = null!; private Healthbar _healthbar = null!; public override void _Ready() diff --git a/scenes/player_controller/PlayerUi.cs b/scenes/player_controller/PlayerUi.cs index 746ef740..bb9bf0f0 100644 --- a/scenes/player_controller/PlayerUi.cs +++ b/scenes/player_controller/PlayerUi.cs @@ -5,7 +5,7 @@ using Movementtests.interfaces; [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] public partial class PlayerUi : Control { - private TextureRect[] _dashIcons = new TextureRect[3]; + internal TextureRect[] _dashIcons = new TextureRect[3]; private TextureRect _enemyTarget; private Healthbar _healthbar; diff --git a/scenes/player_controller/components/dash/DashSystem.cs b/scenes/player_controller/components/dash/DashSystem.cs index 1b282f7e..87d4d587 100644 --- a/scenes/player_controller/components/dash/DashSystem.cs +++ b/scenes/player_controller/components/dash/DashSystem.cs @@ -26,17 +26,17 @@ public partial class DashSystem: Node3D public Vector3 PlannedMantleLocation { get; set; } public MantleSystem MantleSystem { get; set; } = null!; - private HeadSystem Head = null!; + internal HeadSystem Head = null!; public ShapeCast3D DashCast3D = null!; - private Camera3D Camera = null!; - private Vector3 DashDirection = Vector3.Zero; + internal Camera3D Camera = null!; + internal Vector3 DashDirection = Vector3.Zero; - private ShapeCast3D DashCastDrop = null!; - private MeshInstance3D DashDropIndicator = null!; - private MeshInstance3D DashDropLocationIndicator = null!; - private MeshInstance3D DashTarget = null!; - private CpuParticles3D DashIndicator = null!; - private AnimationPlayer DashIndicatorAnim = null!; + internal ShapeCast3D DashCastDrop = null!; + internal MeshInstance3D DashDropIndicator = null!; + internal MeshInstance3D DashDropLocationIndicator = null!; + internal MeshInstance3D DashTarget = null!; + internal CpuParticles3D DashIndicator = null!; + internal AnimationPlayer DashIndicatorAnim = null!; [Export] public PackedScene DashIndicatorScene { get; set; } = null!; @@ -75,7 +75,7 @@ public partial class DashSystem: Node3D DashIndicatorAnim = GetNode("DashIndicator/AnimationPlayer"); } - private DashLocation ComputeDashLocation() + internal DashLocation ComputeDashLocation() { var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition); var hasHit = DashCast3D.IsColliding(); diff --git a/scenes/player_controller/components/head/HeadSystem.cs b/scenes/player_controller/components/head/HeadSystem.cs index 9e883ad9..50653503 100644 --- a/scenes/player_controller/components/head/HeadSystem.cs +++ b/scenes/player_controller/components/head/HeadSystem.cs @@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D float BobbingMultiplier, float FovMultiplier); - private Camera3D _camera; - private Marker3D _cameraAnchor; - private AnimationPlayer _animationPlayer; - private AnimationTree _animationTree; + internal Camera3D _camera; + internal Marker3D _cameraAnchor; + internal AnimationPlayer _animationPlayer; + internal AnimationTree _animationTree; [Export(PropertyHint.Range, "0,10,0.1,or_greater")] public float LookSensitivity { get; set; } = 1f; @@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D [Export(PropertyHint.Range, "0,1,0.01,or_greater")] public float SlidingJitterAmplitude { get; set; } = 0.1f; - private FastNoiseLite _slidingNoise = new FastNoiseLite(); + internal FastNoiseLite _slidingNoise = new FastNoiseLite(); [ExportGroup("Bobbing")] - private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis + internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis [Export(PropertyHint.Range, "0,10,0.01,or_greater")] public float BobbingFrequency { set; get; } = 2.4f; [Export(PropertyHint.Range, "0,0.4,0.01,or_greater")] @@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D public float FovMaxedOutSpeed { get; set; } = 20f; [ExportGroup("First Person rig")] - private Node3D _fpRig; - private Node3D _rightHandedWeapon; - private Node3D _leftHandedWeapon; - private Node3D _fpDisplacedRig; - private Vector3 _fpDisplacedRigInitialRotation; + internal Node3D _fpRig; + internal Node3D _rightHandedWeapon; + internal Node3D _leftHandedWeapon; + internal Node3D _fpDisplacedRig; + internal Vector3 _fpDisplacedRigInitialRotation; [Export(PropertyHint.Range, "0,10,0.1,or_greater")] public float WeaponSway { get; set; } = 5f; [Export(PropertyHint.Range, "0,10,0.1,or_greater")] @@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D EmitSignalHitboxDeactivated(); } - private bool _footstepEmitted; - private bool _isPlayingForcingAnim; + internal bool _footstepEmitted; + internal bool _isPlayingForcingAnim; public void ResetHeadBobbing() { diff --git a/scenes/player_controller/scripts/PlayerController.cs b/scenes/player_controller/scripts/PlayerController.cs index 4b1ffa4e..eb353c52 100644 --- a/scenes/player_controller/scripts/PlayerController.cs +++ b/scenes/player_controller/scripts/PlayerController.cs @@ -277,8 +277,8 @@ public partial class PlayerController : CharacterBody3D, private float _inputRotateFloorplane; // Basic falling - private float TargetSpeed; - private float Gravity; + internal float TargetSpeed; + internal float Gravity; // Jump stuff private int _currentInputBufferFrames; @@ -302,7 +302,7 @@ public partial class PlayerController : CharacterBody3D, private Vector3 _currentWallContactPoint = Vector3.Zero; // Dash stuff - private bool CanDash = true; + internal bool CanDash = true; private bool _canDashAirborne = true; private float _playerHeight; private float _playerRadius;