Revert "removed internal"

This reverts commit 5408f455af.
This commit is contained in:
2026-03-08 09:43:38 +01:00
parent c92eb19a1c
commit ddc85655be
6 changed files with 31 additions and 31 deletions

View File

@@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\"" rm -rf \"{temp_dir}\""
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=false dotnet/embed_build_outputs=true

View File

@@ -57,7 +57,7 @@ public partial class Enemy : CharacterBody3D,
// Private stuff // Private stuff
private Area3D _damageBox = null!; private Area3D _damageBox = null!;
private Node3D _target = null!; internal Node3D _target = null!;
private Healthbar _healthbar = null!; private Healthbar _healthbar = null!;
public override void _Ready() public override void _Ready()

View File

@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control public partial class PlayerUi : Control
{ {
private TextureRect[] _dashIcons = new TextureRect[3]; internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget; private TextureRect _enemyTarget;
private Healthbar _healthbar; private Healthbar _healthbar;

View File

@@ -26,17 +26,17 @@ public partial class DashSystem: Node3D
public Vector3 PlannedMantleLocation { get; set; } public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; } = null!; public MantleSystem MantleSystem { get; set; } = null!;
private HeadSystem Head = null!; internal HeadSystem Head = null!;
public ShapeCast3D DashCast3D = null!; public ShapeCast3D DashCast3D = null!;
private Camera3D Camera = null!; internal Camera3D Camera = null!;
private Vector3 DashDirection = Vector3.Zero; internal Vector3 DashDirection = Vector3.Zero;
private ShapeCast3D DashCastDrop = null!; internal ShapeCast3D DashCastDrop = null!;
private MeshInstance3D DashDropIndicator = null!; internal MeshInstance3D DashDropIndicator = null!;
private MeshInstance3D DashDropLocationIndicator = null!; internal MeshInstance3D DashDropLocationIndicator = null!;
private MeshInstance3D DashTarget = null!; internal MeshInstance3D DashTarget = null!;
private CpuParticles3D DashIndicator = null!; internal CpuParticles3D DashIndicator = null!;
private AnimationPlayer DashIndicatorAnim = null!; internal AnimationPlayer DashIndicatorAnim = null!;
[Export] public PackedScene DashIndicatorScene { get; set; } = null!; [Export] public PackedScene DashIndicatorScene { get; set; } = null!;
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer"); DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
} }
private DashLocation ComputeDashLocation() internal DashLocation ComputeDashLocation()
{ {
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition); var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding(); var hasHit = DashCast3D.IsColliding();

View File

@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier, float BobbingMultiplier,
float FovMultiplier); float FovMultiplier);
private Camera3D _camera; internal Camera3D _camera;
private Marker3D _cameraAnchor; internal Marker3D _cameraAnchor;
private AnimationPlayer _animationPlayer; internal AnimationPlayer _animationPlayer;
private AnimationTree _animationTree; internal AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f; public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f; public float SlidingJitterAmplitude { get; set; } = 0.1f;
private FastNoiseLite _slidingNoise = new FastNoiseLite(); internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")] [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")] [Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f; public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")] [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; public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")] [ExportGroup("First Person rig")]
private Node3D _fpRig; internal Node3D _fpRig;
private Node3D _rightHandedWeapon; internal Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon; internal Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig; internal Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation; internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f; public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated(); EmitSignalHitboxDeactivated();
} }
private bool _footstepEmitted; internal bool _footstepEmitted;
private bool _isPlayingForcingAnim; internal bool _isPlayingForcingAnim;
public void ResetHeadBobbing() public void ResetHeadBobbing()
{ {

View File

@@ -277,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane; private float _inputRotateFloorplane;
// Basic falling // Basic falling
private float TargetSpeed; internal float TargetSpeed;
private float Gravity; internal float Gravity;
// Jump stuff // Jump stuff
private int _currentInputBufferFrames; private int _currentInputBufferFrames;
@@ -302,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero; private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff // Dash stuff
private bool CanDash = true; internal bool CanDash = true;
private bool _canDashAirborne = true; private bool _canDashAirborne = true;
private float _playerHeight; private float _playerHeight;
private float _playerRadius; private float _playerRadius;