khanat-client/scenes/player/playerA.gd

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GDScript3
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extends Spatial
var animation_object:AnimationPlayer = null
var rotation_speed_factor = 0.01
var move_speed = 2.5
var run_speed = 5.0
var max_speed = 12.0
export var gravity = -9.0
var orientation = 0.0
var direction = Vector3.ZERO
var velocity: = Vector3.ZERO
var idle_animation = "idle"
func search_animation( obj ) -> bool:
var ret:bool = false
for i in obj.get_children():
if i.get_name() == "AnimationPlayer":
animation_object = i
return true
else:
ret = search_animation(i)
if ret == true:
return ret
return false
func _ready():
match Globals.player['Race']:
"arche":
idle_animation = "idle"
self.change_creature( "res://scenes/creature_creation/arche.tscn" )
"isidor":
idle_animation = "idle"
self.change_creature( "res://scenes/creature_creation/isidor.tscn" )
"raference":
idle_animation = "_bip01_ca_female_idle"
self.change_creature( "res://scenes/creature_creation/raference.tscn" )
_:
idle_animation = "idle"
self.change_creature( "res://scenes/creature_creation/arche.tscn" )
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# search_animation($character)
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# Globals.player['blend_shape']
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update_blend_shapes($character/creature, Globals.player['blend_shape'])
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animation_object.play( idle_animation )
animation_object.connect("animation_finished", self, "_on_AnimationPlayer_animation_finished")
func _on_AnimationPlayer_animation_finished(anim_name):
Config.msg_debug("Animation finished:" + anim_name)
animation_object.play( anim_name )
static func get_input_direction() -> Vector3:
return Vector3(
Input.get_action_strength("move_strafe_right") - Input.get_action_strength("move_strafe_left"),
0,
Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
)
func calculate_velocity(
velocity_current: Vector3,
move_direction: Vector3,
delta: float
) -> Vector3:
var velocity_new = Vector3.ZERO
velocity_new = move_direction
velocity_new *= move_speed
if velocity_new.length() > max_speed:
velocity_new = velocity_new.normalized() * max_speed
velocity_new.y = velocity_current.y + gravity * delta
return velocity_new
func _process( delta ):
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Config.msg_info( Input.get_action_strength("move_backward") )
Config.msg_info( Input.get_action_strength("move_forward") )
# $character.direction = self.get_input_direction()
#self.direction = self.get_input_direction()
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self.rotate_y( self.rotation_speed_factor * self.orientation )
# var forwards: Vector3 = 1.0 * direction.z
# var right: Vector3 = 1.0 * direction.x
# if forwards:
# right = Vector3.ZERO
# var move_direction: = forwards + right
# if move_direction.length() > 1.0:
# move_direction = move_direction.normalized()
# move_direction.y = 0
# velocity = self.calculate_velocity(velocity, move_direction, delta)
## $creature.move_and_slide(velocity, Vector3.UP, true)
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# velocity = $character.move_and_slide(velocity, Vector3.UP, true)
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func _input( event ):
# Config.msg_debug(str(event))
self.direction = self.get_input_direction()
if not Input.is_key_pressed( KEY_SHIFT ):
self.orientation = (Input.get_action_strength("move_turn_left") - Input.get_action_strength("move_turn_right"))
else:
self.orientation = 0.0
if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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if $character/creature:
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self.rotate_y( event.relative.x *0.01 )
elif event.is_action( "camera_zoom_in" ):
# self.zoom_level += 1
self.move_speed
pass
elif event.is_action( "camera_zoom_out" ):
# self.zoom_level -= 1
pass
elif event.is_action_pressed( "camera_switch" ):
if $camera_tps.current:
$camera_fps.make_current()
#$character/spring_arm.rotation = Vector3.ZERO
# self.hide()
else:
$camera_tps.make_current()
# self.show()
elif event.is_action( "move_backward" ):
Config.msg_info( "move_backward" )
pass
elif event.is_action( "move_forward" ):
Config.msg_info( "move_forward" )
pass
if animation_object != null:
# Lance une animation d'attente si on ne fait rien
if not animation_object.is_playing() and animation_object.has_animation("idle"):
animation_object.play( idle_animation )
func change_creature( new_model_path ):
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if $character/creature:
var old_model = $character/creature
$character.remove_child( old_model )
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old_model.queue_free()
self.animation_object = null
var new_model = load( new_model_path )
if new_model:
new_model = new_model.instance()
new_model.name = "creature"
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$character.add_child( new_model )
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#new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
# new_model.duplicate_meshes()
search_animation( new_model )
func _on_creature_animation_finished(anim_name):
Config.msg_debug("anim_name:" + anim_name)
func update_blend_shapes( obj , param):
#blend_shapes = {}
update_blend_shapes_step(obj, param, "")
pass
func update_blend_shapes_step( obj, param, father = "" ):
for i in obj.get_children():
var root = father + str(i.name) + "."
if i is MeshInstance:
for key in i.get_property_list():
if key.name.substr(0, 13) == "blend_shapes/":
var blend = key.name.substr(13)
if param.has(blend):
i.set( "blend_shapes/"+blend, param[blend] )
update_blend_shapes_step( i, param, root)