110 lines
3.3 KiB
GDScript
110 lines
3.3 KiB
GDScript
class_name PlayerController extends CharacterBody3D
|
|
|
|
signal hit_static_body(rid, position)
|
|
|
|
@export var debug: bool = false
|
|
@export_category("References")
|
|
@export var camera: CameraController
|
|
@export var camera_effects: CameraEffects
|
|
@export var state_chart: StateChart
|
|
@export var standing_collision: CollisionShape3D
|
|
@export var crouching_collision: CollisionShape3D
|
|
@export var crouch_check: ShapeCast3D
|
|
@export var interaction_raycast: RayCast3D
|
|
@export var step_handler: StepHandlerComponet
|
|
@export_category("Movement Settings")
|
|
@export_group("Easing")
|
|
@export var acceleration: float = 0.2
|
|
@export var deceleration: float = 0.5
|
|
@export_group("Speed")
|
|
@export var default_speed: float = 7.0
|
|
@export var sprint_speed: float = 3.0
|
|
@export var crouch_speed: float = -5.0
|
|
@export_category("Jump Settings")
|
|
@export var jump_velocity: float = 5.0
|
|
@export var fall_velocity_threashold: float = -5.0
|
|
|
|
var _input_dir: Vector2 = Vector2.ZERO
|
|
var _movement_velocity: Vector3 = Vector3.ZERO
|
|
var sprint_modifier: float = 0.0
|
|
var crouch_modifier: float = 0.0
|
|
var speed: float = 0.0
|
|
var current_fall_velocity: float
|
|
var previous_velocity: Vector3
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
if event.is_action_pressed("left_click"):
|
|
var center = camera_effects.get_camera_center()
|
|
var ray_orgin = camera_effects.project_ray_origin(center)
|
|
var ray_end = ray_orgin + camera_effects.project_ray_normal(center) * 1000
|
|
|
|
var new_intersection = PhysicsRayQueryParameters3D.create(ray_orgin, ray_end)
|
|
var query = get_world_3d().direct_space_state.intersect_ray(new_intersection)
|
|
|
|
if query:
|
|
var collider = query["collider"]
|
|
var wall = collider.get_parent().get_parent()
|
|
if wall and wall is DestructableWall:
|
|
wall.hit(query["position"])
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
previous_velocity = self.velocity
|
|
|
|
if not is_on_floor():
|
|
velocity += get_gravity() * delta
|
|
|
|
var speed_modifier = sprint_modifier + crouch_modifier
|
|
speed = default_speed + speed_modifier
|
|
|
|
_input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
|
|
var current_velocity = Vector2(_movement_velocity.x, _movement_velocity.z)
|
|
var direction = (transform.basis * Vector3(_input_dir.x, 0, _input_dir.y)).normalized()
|
|
|
|
if direction:
|
|
current_velocity = lerp(current_velocity, Vector2(direction.x, direction.z) * speed, acceleration)
|
|
else:
|
|
current_velocity = current_velocity.move_toward(Vector2.ZERO, deceleration)
|
|
|
|
_movement_velocity = Vector3(current_velocity.x, velocity.y, current_velocity.y)
|
|
|
|
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
|