FPS Controller
This commit is contained in:
62
demo/assets/scripts/player/camera_controller.gd
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62
demo/assets/scripts/player/camera_controller.gd
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class_name CameraController extends Node3D
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@export var debug : bool = false
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@export_category("References")
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@export var player_controller : PlayerController
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@export var component_mouse_capture : MouseCaptureComponent
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@export_category("Camera Settings")
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@export_group("Camera Tilt")
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@export_range(-90, -60) var tilt_lower_limit : int = -90
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@export_range(60, 90) var tilt_upper_limit : int = 90
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@export_group("Crouch Vertical Movement")
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@export var crouch_offset : float = 0.0
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@export var crouch_speed : float = 3.0
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@export_group("Step Smoothing")
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@export var step_speed: float = 8.0
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# Step smoothing private values
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var _target_height: float
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var _step_smoothing: bool = false
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var offset_height: float
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var _rotation : Vector3
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const DEFAULT_HEIGHT : float = 0.5
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func _ready() -> void:
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_rotation = player_controller.rotation
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offset_height = DEFAULT_HEIGHT
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func _process(delta: float) -> void:
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update_camera_rotation(component_mouse_capture._mouse_input)
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if _step_smoothing:
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_target_height = lerp(_target_height, 0.0, step_speed * delta)
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if abs(_target_height) < 0.01:
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_target_height = 0.0
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_step_smoothing = false
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position.y = offset_height + _target_height
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func smooth_step(height_change: float):
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_target_height -= height_change
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_step_smoothing = true
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func update_camera_rotation(input: Vector2) -> void:
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_rotation.x += input.y
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_rotation.y += input.x
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_rotation.x = clamp(_rotation.x, deg_to_rad(tilt_lower_limit), deg_to_rad(tilt_upper_limit))
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var _player_rotation = Vector3(0.0,_rotation.y,0.0)
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var _camera_rotation = Vector3(_rotation.x,0.0,0.0)
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transform.basis = Basis.from_euler(_camera_rotation)
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player_controller.update_rotation(_player_rotation)
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rotation.z = 0.0
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func update_camera_height(delta: float, direction: int) -> void:
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if position.y >= crouch_offset and position.y <= DEFAULT_HEIGHT:
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position.y = clampf(position.y + (crouch_speed * direction) * delta, crouch_offset, DEFAULT_HEIGHT)
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1
demo/assets/scripts/player/camera_controller.gd.uid
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1
demo/assets/scripts/player/camera_controller.gd.uid
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uid://4ocvqma2qqqy
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154
demo/assets/scripts/player/camera_effects.gd
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154
demo/assets/scripts/player/camera_effects.gd
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class_name CameraEffects extends Camera3D
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@export_category("References")
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@export var player: PlayerController
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@export_category("Effects")
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@export var enable_tilt: bool = true
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@export var enable_fall_kick: bool = true
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@export var enable_damage_kick: bool = true
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@export var enable_weapon_kick: bool = true
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@export var enable_screen_shake: bool = true
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@export var enable_head_bob: bool = true
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@export_category("Kick & Recoil")
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@export_group("Run Tilt")
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@export var run_pitch: float = 0.1 # Degrees
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@export var run_roll: float = 0.25 # Degrees
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@export var max_pitch: float = 1.0 # Degrees
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@export var max_roll: float = 2.5 # Degrees
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@export_group("Camera Kick")
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@export_subgroup("Fall Kick")
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@export var fall_time: float = 0.3
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@export_subgroup("Damage Kick")
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@export var damage_time: float = 0.3
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@export_subgroup("Weapon Kick")
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@export var weapon_decay: float = 0.5
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@export_subgroup("HeadBob")
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@export_range(0.0, 0.1, 0.001) var bob_pitch: float = 0.05
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@export_range(0.0, 0.1, 0.001) var bob_roll: float = 0.025
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@export_range(0.0, 0.04, 0.001) var bob_up: float = 0.005
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@export_range(3.0, 8.0, 0.1) var bob_frequency: float = 6.0
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# fall kick private vars
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var _fall_value: float = 0.0
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var _fall_timer: float = 0.0
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# damage kick private vars
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var _damage_pitch: float = 0.0
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var _damage_roll: float = 0.0
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var _damage_timer: float = 0.0
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# weapon kick private variable
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var _weapon_kick_angle: Vector3 = Vector3.ZERO
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# screen shake private variables
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var _screen_shake_tween: Tween
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# head bob private variables
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var _step_timer: float = 0.0
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const MIN_SCREEN_SHAKE: float = 0.05
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const MAX_SCREEN_SHAKE: float = 0.5
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func _process(delta: float) -> void:
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calc_view_offset(delta)
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func calc_view_offset(delta: float):
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assert(player, "player is not attached to camera effects script")
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var offset = Vector3.ZERO
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var angles = Vector3.ZERO
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var velocity = player.velocity
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if enable_tilt:
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var forward = global_transform.basis.z
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var right = global_transform.basis.x
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var forward_dot = velocity.dot(forward)
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var forward_tilt = clampf(forward_dot * deg_to_rad(run_pitch), deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
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var right_dot = velocity.dot(right)
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var side_tilt = clampf(right_dot * deg_to_rad(run_roll), deg_to_rad(-max_roll), deg_to_rad(max_roll))
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angles.z -= side_tilt
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angles.x += forward_tilt
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if enable_fall_kick:
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_fall_timer -= delta
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var fall_ratio = max(0.0, _fall_timer / fall_time)
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var fall_kick_amount = fall_ratio * _fall_value
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offset.y -= fall_kick_amount
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angles.x -= fall_kick_amount
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if enable_fall_kick:
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_damage_timer -= delta
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var damage_ratio = max(0.0, _damage_timer / damage_time)
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angles.x += damage_ratio * _damage_pitch
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angles.z += damage_ratio * _damage_roll
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if enable_weapon_kick:
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_weapon_kick_angle = _weapon_kick_angle.move_toward(Vector3.ZERO, weapon_decay * delta)
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angles += _weapon_kick_angle
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if enable_head_bob:
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var speed = Vector2(velocity.x, velocity.z).length()
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if speed > 0.1 and player.is_on_floor():
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_step_timer += delta * (speed / bob_frequency)
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_step_timer = fmod(_step_timer, 1.0)
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else:
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_step_timer = 0.0
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var bob_sin = sin(_step_timer * 2.0 * PI) * 0.5
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var pitch_delta = bob_sin * deg_to_rad(bob_pitch) * speed
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var roll_delta = bob_sin * deg_to_rad(bob_roll) * speed
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var height_delta = bob_sin * delta * bob_up
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angles.x -= pitch_delta
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angles.z -= roll_delta
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offset.y += height_delta
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self.position = offset
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self.rotation = angles
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func add_fall_kick(fall_strength: float):
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_fall_value = deg_to_rad(fall_strength)
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_fall_timer = fall_time
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func add_damage_kick(pitch: float, roll: float, source: Vector3):
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var forward = global_transform.basis.z
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var right = global_transform.basis.x
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var direction = global_position.direction_to(source)
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var forward_dot = direction.dot(forward)
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var right_dot = direction.dot(right)
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_damage_pitch = deg_to_rad(pitch) * forward_dot
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_damage_roll = deg_to_rad(roll) * right_dot
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_damage_timer = damage_time
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func add_weapon_kick(pitch: float, yaw: float, roll: float):
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_weapon_kick_angle.x += deg_to_rad(pitch)
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_weapon_kick_angle.y += deg_to_rad(randf_range(-yaw, yaw))
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_weapon_kick_angle.z += deg_to_rad(randf_range(-roll, roll))
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func add_screen_shake(amount: float, seconds: float) -> void:
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if _screen_shake_tween:
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_screen_shake_tween.kill()
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_screen_shake_tween = create_tween()
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_screen_shake_tween.tween_method(update_screen_shake.bind(amount), 0.0, 1.0, seconds).set_ease(Tween.EASE_OUT)
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func update_screen_shake(alpha: float, amount: float) -> void:
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amount = remap(amount, 0.0, 1.0, MIN_SCREEN_SHAKE, MAX_SCREEN_SHAKE)
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var current_shake_amount = amount * (1.0 - alpha)
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h_offset = randf_range(-current_shake_amount, current_shake_amount)
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v_offset = randf_range(-current_shake_amount, current_shake_amount)
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1
demo/assets/scripts/player/camera_effects.gd.uid
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1
demo/assets/scripts/player/camera_effects.gd.uid
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uid://cpx1w1k6orwyo
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13
demo/assets/scripts/player/components/interaction_raycast.gd
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13
demo/assets/scripts/player/components/interaction_raycast.gd
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extends RayCast3D
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var current_object
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func _process(delta: float) -> void:
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if is_colliding():
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var object = get_collider()
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if object == current_object:
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return
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else:
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current_object = object
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else:
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current_object = null
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@@ -0,0 +1 @@
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uid://bqeyf8hqbc7xy
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26
demo/assets/scripts/player/components/mouse_capture.gd
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26
demo/assets/scripts/player/components/mouse_capture.gd
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class_name MouseCaptureComponent extends Node
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@export var debug : bool = false
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@export_category("Mouse Capture Settings")
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@export var current_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_CAPTURED
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@export var mouse_sensitivity : float = 0.005
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var _capture_mouse : bool
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var _mouse_input : Vector2
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## Captures the relative mouse movement from the center of the screen
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func _unhandled_input(event: InputEvent) -> void:
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_capture_mouse = event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
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if _capture_mouse:
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_mouse_input.x += -event.screen_relative.x * mouse_sensitivity
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_mouse_input.y += -event.screen_relative.y * mouse_sensitivity
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if debug:
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print(_mouse_input)
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func _ready() -> void:
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Input.mouse_mode = current_mouse_mode
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func _process(delta: float) -> void:
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_mouse_input = Vector2.ZERO
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@@ -0,0 +1 @@
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uid://d0xgg3pig4b6i
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11
demo/assets/scripts/player/components/state_machine.gd
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11
demo/assets/scripts/player/components/state_machine.gd
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class_name PlayerStateMachine extends Node
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@export var debug : bool = false
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@export_category("References")
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@export var player_controller : PlayerController
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func _process(delta: float) -> void:
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if player_controller:
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player_controller.state_chart.set_expression_property("Player Velocity", player_controller.velocity)
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player_controller.state_chart.set_expression_property("Player Hitting Head", player_controller.crouch_check.is_colliding())
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player_controller.state_chart.set_expression_property("Looking At: ", player_controller.interaction_raycast.current_object)
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@@ -0,0 +1 @@
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uid://cqrpha4131qgx
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83
demo/assets/scripts/player/components/step_climber.gd
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83
demo/assets/scripts/player/components/step_climber.gd
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class_name StepHandlerComponet extends Node
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@export_category("References")
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@export var player: PlayerController
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@export_category("Step Settings")
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@export var surface_threshold: float = 0.3
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@export var step_height: float = 0.3
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const FEET_ADJUSTED_HEIGHT = 0.05
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const MIN_MOVEMENT_LENGTH: float = 0.1
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const MIN_DOT_VALUE: float = 0.5
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const MIN_STEP_HEIGHT: float = 0.1
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func handle_step_climbing():
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for i in player.get_slide_collision_count():
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var collision = player.get_slide_collision(i)
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if _is_surface_verical(collision):
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var measured_height = _measure_step_height(collision)
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if measured_height > MIN_STEP_HEIGHT and measured_height <= step_height and _is_valid_step_direction(collision):
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player.global_position.y += measured_height
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player.velocity = player.previous_velocity
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player.camera.smooth_step(measured_height)
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func _is_valid_step_direction(collision: KinematicCollision3D):
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var collision_normal = collision.get_normal()
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var input_dir = player.get_input_direction()
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var movement_direction = player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)
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if movement_direction.length() > MIN_MOVEMENT_LENGTH:
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movement_direction = movement_direction.normalized()
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var dot_product = movement_direction.dot(-collision_normal)
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return dot_product > MIN_DOT_VALUE
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return false
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func _measure_step_height(collision: KinematicCollision3D) -> float:
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var space_state = player.get_world_3d().direct_space_state
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var collision_point = collision.get_position()
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var player_feet = _get_player_feet_position()
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var player_head_y = player.global_position.y + (player.standing_collision.shape.height / 2)
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var ray_start = Vector3(collision_point.x, player_head_y, collision_point.z)
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var ray_end = Vector3(collision_point.x, player_feet.y, collision_point.z)
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var query = PhysicsRayQueryParameters3D.create(ray_start, ray_end)
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query.collision_mask = player.collision_mask
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query.exclude = [player.get_rid()]
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var result = space_state.intersect_ray(query)
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if result:
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return result.position.y - player_feet.y
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return 0.0
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func _is_surface_verical(collision: KinematicCollision3D) -> bool:
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var normal = collision.get_normal()
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if abs(normal.y) <= surface_threshold:
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return true
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return _check_collison_surface(collision)
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# additional work to validate
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func _check_collison_surface(collision: KinematicCollision3D) -> bool:
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var space_state = player.get_world_3d().direct_space_state
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var collision_point = collision.get_position()
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var player_feet: Vector3 = _get_player_feet_position()
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collision_point.y = player_feet.y
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var query = PhysicsRayQueryParameters3D.create(player_feet, collision_point)
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query.collision_mask = player.collision_mask
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query.exclude = [player.get_rid()]
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var result = space_state.intersect_ray(query)
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if result and abs(result.normal.y) <= surface_threshold:
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return true
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return false
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func _get_player_feet_position() -> Vector3:
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var feet_pos = player.global_position
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feet_pos.y -= player.standing_collision.shape.height / 2
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feet_pos.y += FEET_ADJUSTED_HEIGHT
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return feet_pos
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@@ -0,0 +1 @@
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uid://b1us8up0jvwjb
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98
demo/assets/scripts/player/player_controller.gd
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98
demo/assets/scripts/player/player_controller.gd
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@@ -0,0 +1,98 @@
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class_name PlayerController extends CharacterBody3D
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@export var debug: bool = false
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@export_category("References")
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@export var camera: CameraController
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@export var camera_effects: CameraEffects
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@export var state_chart: StateChart
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@export var standing_collision: CollisionShape3D
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@export var crouching_collision: CollisionShape3D
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@export var crouch_check: ShapeCast3D
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@export var interaction_raycast: RayCast3D
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@export var step_handler: StepHandlerComponet
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@export_category("Movement Settings")
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@export_group("Easing")
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@export var acceleration: float = 0.2
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@export var deceleration: float = 0.5
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@export_group("Speed")
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@export var default_speed: float = 7.0
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@export var sprint_speed: float = 3.0
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@export var crouch_speed: float = -5.0
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@export_category("Jump Settings")
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@export var jump_velocity: float = 5.0
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@export var fall_velocity_threashold: float = -5.0
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var _input_dir: Vector2 = Vector2.ZERO
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var _movement_velocity: Vector3 = Vector3.ZERO
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var sprint_modifier: float = 0.0
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var crouch_modifier: float = 0.0
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var speed: float = 0.0
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var current_fall_velocity: float
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var previous_velocity: Vector3
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func _physics_process(delta: float) -> void:
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previous_velocity = self.velocity
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if not is_on_floor():
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velocity += get_gravity() * delta
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var speed_modifier = sprint_modifier + crouch_modifier
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speed = default_speed + speed_modifier
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_input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var current_velocity = Vector2(_movement_velocity.x, _movement_velocity.z)
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var direction = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
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if direction:
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current_velocity = lerp(current_velocity, Vector2(direction.x, direction.z) * speed, acceleration)
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else:
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current_velocity = current_velocity.move_toward(Vector2.ZERO, deceleration)
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_movement_velocity = Vector3(current_velocity.x, velocity.y, current_velocity.y)
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|
||||
velocity = _movement_velocity
|
||||
|
||||
move_and_slide()
|
||||
|
||||
if is_on_floor():
|
||||
step_handler.handle_step_climbing()
|
||||
|
||||
func get_input_direction() -> Vector2:
|
||||
return _input_dir
|
||||
|
||||
func update_rotation(rotation_input) -> void:
|
||||
global_transform.basis = Basis.from_euler(rotation_input)
|
||||
|
||||
|
||||
func sprint() -> void:
|
||||
sprint_modifier = sprint_speed
|
||||
|
||||
|
||||
|
||||
func walk() -> void:
|
||||
sprint_modifier = 0.0
|
||||
|
||||
|
||||
func stand() -> void:
|
||||
crouch_modifier = 0.0
|
||||
standing_collision.disabled = false
|
||||
crouching_collision.disabled = true
|
||||
|
||||
|
||||
func crouch() -> void:
|
||||
crouch_modifier = crouch_speed
|
||||
standing_collision.disabled = true
|
||||
crouching_collision.disabled = false
|
||||
|
||||
|
||||
func jump() -> void:
|
||||
velocity.y += jump_velocity
|
||||
|
||||
|
||||
func check_fall_speed() -> bool:
|
||||
if current_fall_velocity < fall_velocity_threashold:
|
||||
current_fall_velocity = 0.0
|
||||
return true
|
||||
|
||||
current_fall_velocity = 0.0
|
||||
return false
|
||||
1
demo/assets/scripts/player/player_controller.gd.uid
Normal file
1
demo/assets/scripts/player/player_controller.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://caf5bdhu67k5q
|
||||
11
demo/assets/scripts/player/states/airborne_state.gd
Normal file
11
demo/assets/scripts/player/states/airborne_state.gd
Normal file
@@ -0,0 +1,11 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_airborne_state_physics_processing(_delta: float) -> void:
|
||||
if player_controller.is_on_floor():
|
||||
if player_controller.check_fall_speed():
|
||||
player_controller.camera_effects.add_fall_kick(2.0)
|
||||
|
||||
player_controller.state_chart.send_event("onGrounded")
|
||||
|
||||
player_controller.current_fall_velocity += player_controller.velocity.y
|
||||
1
demo/assets/scripts/player/states/airborne_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/airborne_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://u17omde74n8t
|
||||
10
demo/assets/scripts/player/states/base_state.gd
Normal file
10
demo/assets/scripts/player/states/base_state.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
class_name PlayerState extends Node
|
||||
|
||||
@export var debug : bool = false
|
||||
|
||||
var player_controller : PlayerController
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if %StateMachine and %StateMachine is PlayerStateMachine:
|
||||
player_controller = %StateMachine.player_controller
|
||||
1
demo/assets/scripts/player/states/base_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/base_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://yeyejbcbr1da
|
||||
12
demo/assets/scripts/player/states/crouching_state.gd
Normal file
12
demo/assets/scripts/player/states/crouching_state.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_crouching_state_physics_processing(delta: float) -> void:
|
||||
player_controller.camera.update_camera_height(delta, -1)
|
||||
|
||||
if not Input.is_action_pressed("crouch") and player_controller.is_on_floor() and not player_controller.crouch_check.is_colliding():
|
||||
player_controller.state_chart.send_event("onStanding")
|
||||
|
||||
|
||||
func _on_crouching_state_entered() -> void:
|
||||
player_controller.crouch()
|
||||
1
demo/assets/scripts/player/states/crouching_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/crouching_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bnmnicp5nu3u2
|
||||
10
demo/assets/scripts/player/states/grounded_state.gd
Normal file
10
demo/assets/scripts/player/states/grounded_state.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_grounded_state_physics_processing(delta: float) -> void:
|
||||
if Input.is_action_just_pressed("jump") and player_controller.is_on_floor():
|
||||
player_controller.jump()
|
||||
player_controller.state_chart.send_event("onAirborne")
|
||||
|
||||
if not player_controller.is_on_floor():
|
||||
player_controller.state_chart.send_event("onAirborne")
|
||||
1
demo/assets/scripts/player/states/grounded_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/grounded_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dk8ukj487ryhj
|
||||
6
demo/assets/scripts/player/states/idle_state.gd
Normal file
6
demo/assets/scripts/player/states/idle_state.gd
Normal file
@@ -0,0 +1,6 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_idle_state_processing(delta: float) -> void:
|
||||
if player_controller and player_controller._input_dir.length() > 0:
|
||||
player_controller.state_chart.send_event("onMoving")
|
||||
1
demo/assets/scripts/player/states/idle_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/idle_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d03p2engkhyjc
|
||||
6
demo/assets/scripts/player/states/moving_state.gd
Normal file
6
demo/assets/scripts/player/states/moving_state.gd
Normal file
@@ -0,0 +1,6 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_moving_state_physics_processing(delta: float) -> void:
|
||||
if player_controller._input_dir.length() == 0 and player_controller.velocity.length() < 0.5:
|
||||
player_controller.state_chart.send_event("onIdle")
|
||||
1
demo/assets/scripts/player/states/moving_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/moving_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dc5dk6fyv83gt
|
||||
10
demo/assets/scripts/player/states/sprinting_state.gd
Normal file
10
demo/assets/scripts/player/states/sprinting_state.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_sprinting_state_processing(delta: float) -> void:
|
||||
if not Input.is_action_pressed("sprint"):
|
||||
player_controller.state_chart.send_event("onWalking")
|
||||
|
||||
|
||||
func _on_sprinting_state_entered() -> void:
|
||||
player_controller.sprint()
|
||||
1
demo/assets/scripts/player/states/sprinting_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/sprinting_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b40akfam2xgt
|
||||
12
demo/assets/scripts/player/states/standing_state.gd
Normal file
12
demo/assets/scripts/player/states/standing_state.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_standing_state_physics_processing(delta: float) -> void:
|
||||
player_controller.camera.update_camera_height(delta, 1)
|
||||
|
||||
if Input.is_action_pressed("crouch") and player_controller.is_on_floor():
|
||||
player_controller.state_chart.send_event("onCrouching")
|
||||
|
||||
|
||||
func _on_standing_state_entered() -> void:
|
||||
player_controller.stand()
|
||||
1
demo/assets/scripts/player/states/standing_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/standing_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c1eixxgwl2exy
|
||||
10
demo/assets/scripts/player/states/walking_state.gd
Normal file
10
demo/assets/scripts/player/states/walking_state.gd
Normal file
@@ -0,0 +1,10 @@
|
||||
extends PlayerState
|
||||
|
||||
|
||||
func _on_walking_state_processing(delta: float) -> void:
|
||||
if Input.is_action_pressed("sprint"):
|
||||
player_controller.state_chart.send_event("onSprinting")
|
||||
|
||||
|
||||
func _on_walking_state_entered() -> void:
|
||||
player_controller.walk()
|
||||
1
demo/assets/scripts/player/states/walking_state.gd.uid
Normal file
1
demo/assets/scripts/player/states/walking_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bstd2nopn6ur
|
||||
Reference in New Issue
Block a user