215 lines
7.2 KiB
GDScript
215 lines
7.2 KiB
GDScript
extends Spatial
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signal menu_options_pressed
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var animation_object:AnimationPlayer = null
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var rotation_speed_factor = 0.01
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var orientation = 0.0
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var direction = Vector3.ZERO
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var velocity: = Vector3.ZERO
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var rotatex = 0.0
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var move_run: bool = false
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var move_toggle_run: bool = false
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export var gravity = -9.0
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enum ACTION {
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idle,
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walk,
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run,
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scan,
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teleport,
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}
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var current_action = ACTION.idle
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func search_animation( obj , root="/") -> bool:
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var ret:bool = false
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for i in obj.get_children():
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Config.msg_debug("search_animation: " + root + i.get_name())
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if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player":
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animation_object = i
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return true
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else:
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ret = search_animation(i, root + i.get_name() + "/" )
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if ret == true:
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return ret
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return false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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match Globals.player['Race']:
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"arche":
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self.change_creature( "res://scenes/player/creature_raference.tscn" )
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"isidor":
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self.change_creature( "res://scenes/player/creature_raference.tscn" )
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"raference":
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self.change_creature( "res://scenes/player/creature_raference.tscn" )
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_:
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self.change_creature( "res://scenes/player/creature_raference.tscn" )
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# search_animation($character)
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# Globals.player['blend_shape']
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update_blend_shapes($creature, Globals.player['blend_shape'])
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current_action = ACTION.idle
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var idlename = "idle"
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if $creature.has_method("get_animation_idle"):
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idlename = $creature.get_animation_idle()
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self.rotation_speed_factor = $creature.rotation_speed_factor
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animation_object.play( idlename )
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animation_object.connect("animation_finished", self, "_on_AnimationPlayer_animation_finished")
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func update_animation(action, anim_name):
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# Change animation if we need
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if current_action != action:
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current_action = action
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animation_object.play( anim_name )
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func _on_AnimationPlayer_animation_finished(anim_name):
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Config.msg_debug( "{" + self.name + "} Animation finished:" + anim_name)
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animation_object.play( anim_name )
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func change_creature( new_model_path ):
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if $creature:
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var old_model = $creature
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self.remove_child( old_model )
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old_model.queue_free()
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self.animation_object = null
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var new_model = load( new_model_path )
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if new_model:
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new_model = new_model.instance()
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new_model.name = "creature"
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self.add_child( new_model )
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#new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
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# new_model.duplicate_meshes()
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search_animation( new_model )
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func update_blend_shapes( obj , param):
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#blend_shapes = {}
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update_blend_shapes_step(obj, param, "")
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pass
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func update_blend_shapes_step( obj, param, father = "" ):
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for i in obj.get_children():
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var root = father + str(i.name) + "."
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if i is MeshInstance:
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for key in i.get_property_list():
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if key.name.substr(0, 13) == "blend_shapes/":
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var blend = key.name.substr(13)
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if param.has(blend):
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i.set( "blend_shapes/"+blend, param[blend] )
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update_blend_shapes_step( i, param, root)
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static func get_input_direction() -> Vector3:
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return Vector3(
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Input.get_action_strength("move_strafe_right") - Input.get_action_strength("move_strafe_left"),
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0,
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Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
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)
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func _process( delta ):
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#Config.msg_info( "B:" + str(Input.get_action_strength("move_backward")) + " F:" + str(Input.get_action_strength("move_forward") ))
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# $character.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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$creature.rotate_y( self.rotation_speed_factor * self.orientation )
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var input_direction: = self.get_input_direction()
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var forwards: Vector3 = $creature/camera_tps.global_transform.basis.z * input_direction.z
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var right: Vector3 = $creature/camera_tps.global_transform.basis.x * input_direction.x
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var move_direction: = forwards + right
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if move_direction.length() > 1.0:
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move_direction = move_direction.normalized()
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var step_move
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if (self.move_toggle_run or Input.get_action_strength("move_run")) and input_direction.z < 0.0:
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self.move_run = true
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step_move = $creature.run_speed
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else:
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self.move_run = false
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step_move = $creature.move_speed
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move_direction = step_move * move_direction
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move_direction.y = 0
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# Movement
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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var pos : Vector3 = $creature.get_global_transform().origin
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#Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z) + " run:" + str(Input.get_action_strength("move_run")) + str(Input.get_action_strength("move_toggle_run")) )
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if input_direction:
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if not input_direction.z == 0.0:
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if input_direction.z < 0.0:
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if self.move_run:
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update_animation( ACTION.run, $creature.animation_run )
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else:
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update_animation( ACTION.walk, $creature.animation_walk )
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else:
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update_animation( ACTION.idle, $creature.get_animation_idle() )
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elif input_direction.x > 0.0:
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# $model/ra/model/AnimationPlayer.play( "strafe_right" )
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update_animation( ACTION.idle, $creature.get_animation_idle() )
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elif input_direction.x < 0.0:
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# $model/ra/model/AnimationPlayer.play( "strafe_left" )
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update_animation( ACTION.idle, $creature.get_animation_idle() )
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else:
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update_animation( ACTION.idle, $creature.get_animation_idle() )
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else:
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# $model/ra/model/AnimationPlayer.play( "idle" )
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update_animation( ACTION.idle, $creature.get_animation_idle() )
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pass
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func calculate_velocity(
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velocity_current: Vector3,
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move_direction: Vector3,
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delta: float
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) -> Vector3:
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var velocity_new = Vector3.ZERO
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velocity_new = move_direction
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velocity_new *= $creature.move_speed
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if velocity_new.length() > $creature.max_speed:
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velocity_new = velocity_new.normalized() * $creature.max_speed
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velocity_new.y = velocity_current.y + gravity * delta
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return velocity_new
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func _input( event ):
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# Config.msg_debug(str(event))
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self.direction = self.get_input_direction()
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if not Input.is_key_pressed( KEY_SHIFT ):
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self.orientation = (Input.get_action_strength("move_turn_left") - Input.get_action_strength("move_turn_right"))
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else:
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self.orientation = 0.0
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if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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# self.rotate_y( event.relative.x *0.01 )
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$creature.rotate_y( event.relative.x *0.01 )
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if $creature/camera_fps.current:
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# On FPS - we can move head to see up or down
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var current = $creature/camera_fps.get_rotation()
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# Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y))
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if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) :
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var sum = event.relative.y *0.01
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rotatex += sum
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$creature/camera_fps.rotate_x( sum )
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elif event.is_action_pressed("move_toggle_run"):
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self.move_toggle_run = ! self.move_toggle_run
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elif event.is_action_pressed( "camera_switch" ):
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if $creature/camera_tps.current:
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# Reset angle X for camera
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$creature/camera_fps.rotate_x( - rotatex )
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rotatex = 0.0
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$creature/camera_fps.make_current()
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else:
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$creature/camera_tps.make_current()
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elif event.is_action_pressed("menu"):
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#get_tree().quit()
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Config.msg_info("Received menu options")
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emit_signal("menu_options_pressed")
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