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Иван Кузьменко 2026-01-09 01:15:47 +03:00
commit 1d7fa4e5c9
18 changed files with 785 additions and 0 deletions

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.editorconfig Normal file
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root = true
[*]
charset = utf-8

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# ---> Godot
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# User-specific stuff
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# since they will be recreated, and may cause churn. Uncomment if using
# auto-import.
# .idea/artifacts
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# Editor-based Rest Client
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.idea/caches/build_file_checksums.ser

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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/.idea.Minimal Immersive.iml
/modules.xml
/contentModel.xml
/projectSettingsUpdater.xml
# Ignored default folder with query files
/queries/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/

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Minimal Immersive

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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<Project Sdk="Godot.NET.Sdk/4.5.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>MinimalImmersive</RootNamespace>
</PropertyGroup>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Minimal Immersive", "Minimal Immersive.csproj", "{790F1713-E5EA-4054-AD98-A5872A97D9E6}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{790F1713-E5EA-4054-AD98-A5872A97D9E6}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dyq16sgrvenmg"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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[gd_scene load_steps=3 format=3 uid="uid://blonrlqpw1gqr"]
[ext_resource type="Script" uid="uid://c1ojbknjgowvd" path="res://scripts/Player.cs" id="1_72ieh"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fp3wc"]
[node name="CharacterBody3D" type="CharacterBody3D" node_paths=PackedStringArray("Camera")]
script = ExtResource("1_72ieh")
Camera = NodePath("Camera3D")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_fp3wc")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Minimal Immersive"
run/main_scene="uid://6t4qwqsc5t04"
config/features=PackedStringArray("4.5", "C#", "GL Compatibility")
config/icon="res://icon.svg"
[dotnet]
project/assembly_name="Minimal Immersive"
[input]
move_forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_backward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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[gd_scene load_steps=5 format=3 uid="uid://6t4qwqsc5t04"]
[ext_resource type="PackedScene" uid="uid://blonrlqpw1gqr" path="res://prefabs/player.tscn" id="1_errlg"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_errlg"]
[sub_resource type="Sky" id="Sky_bl13t"]
sky_material = SubResource("ProceduralSkyMaterial_errlg")
[sub_resource type="Environment" id="Environment_iyx0m"]
background_mode = 2
sky = SubResource("Sky_bl13t")
[node name="Level" type="Node3D"]
[node name="Geometry" type="Node3D" parent="."]
[node name="CSGBox3D" type="CSGBox3D" parent="Geometry"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2, 0)
use_collision = true
size = Vector3(4, 4, 4)
[node name="CSGBox3D4" type="CSGBox3D" parent="Geometry"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, -4.5, 0)
use_collision = true
size = Vector3(4, 1, 4)
[node name="CSGBox3D3" type="CSGBox3D" parent="Geometry"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0, 2.5)
use_collision = true
size = Vector3(8, 8, 1)
[node name="CSGBox3D2" type="CSGBox3D" parent="Geometry"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -4)
use_collision = true
size = Vector3(4, 1, 4)
[node name="CharacterBody3D" parent="." instance=ExtResource("1_errlg")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.037909746, 0, -0.044049025)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_iyx0m")

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scripts/Player.cs Normal file
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using Godot;
using System;
namespace MinImm;
public partial class Player : CharacterBody3D
{
[Export] public Camera3D Camera { get; set; }
[Export] public float Speed { get; set; } = 5f;
[Export] public float Gravity { get; set; } = 20f;
public override void _Ready()
{
Input.SetMouseMode(Input.MouseModeEnum.Captured);
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is InputEventMouseMotion mouseMotion)
{
RotationDegrees = RotationDegrees with { Y = RotationDegrees.Y - mouseMotion.ScreenRelative.X * 0.5f };
Camera.RotationDegrees = Camera.RotationDegrees with
{
X = Math.Clamp(Camera.RotationDegrees.X - mouseMotion.ScreenRelative.Y * 0.2f, -60, 60)
};
}
else if (@event.IsActionPressed("ui_cancel"))
{
Input.SetMouseMode(Input.MouseModeEnum.Visible);
}
}
public override void _PhysicsProcess(double delta)
{
var inputDirection = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
var input3D = new Vector3(inputDirection.X, 0, inputDirection.Y);
var direction = Transform.Basis * input3D;
var velY = (float)(Velocity.Y - Gravity * delta);
if (Input.IsActionJustPressed("jump") && IsOnFloor())
{
velY = 10f;
}
else if (Input.IsActionJustReleased("jump") && velY > 0)
{
velY = 0f;
}
Velocity = Velocity with { X = direction.X * Speed, Y = velY, Z = direction.Z * Speed };
MoveAndSlide();
}
}

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uid://c1ojbknjgowvd