168 lines
5.1 KiB
GDScript
168 lines
5.1 KiB
GDScript
extends Spatial
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var animation_object:AnimationPlayer = null
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var rotation_speed_factor = 0.01
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var move_speed = 2.5
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var run_speed = 5.0
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var max_speed = 12.0
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export var gravity = -9.0
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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 idle_animation = "idle"
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func search_animation( obj ) -> bool:
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var ret:bool = false
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for i in obj.get_children():
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if i.get_name() == "AnimationPlayer":
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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)
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if ret == true:
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return ret
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return false
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func _ready():
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match Globals.player['Race']:
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"arche":
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idle_animation = "idle"
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self.change_creature( "res://scenes/creature_creation/arche.tscn" )
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"isidor":
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idle_animation = "idle"
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self.change_creature( "res://scenes/creature_creation/isidor.tscn" )
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"raference":
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idle_animation = "_bip01_ca_female_idle"
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self.change_creature( "res://scenes/creature_creation/raference.tscn" )
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_:
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idle_animation = "idle"
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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 )
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animation_object.connect("animation_finished", self, "_on_AnimationPlayer_animation_finished")
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func _on_AnimationPlayer_animation_finished(anim_name):
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Config.msg_debug("Animation finished:" + anim_name)
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animation_object.play( anim_name )
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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 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 *= move_speed
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if velocity_new.length() > max_speed:
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velocity_new = velocity_new.normalized() * 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 _process( delta ):
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Config.msg_info( Input.get_action_strength("move_backward") )
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Config.msg_info( 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.rotate_y( self.rotation_speed_factor * self.orientation )
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# var forwards: Vector3 = 1.0 * direction.z
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# var right: Vector3 = 1.0 * direction.x
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# if forwards:
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# right = Vector3.ZERO
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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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# move_direction.y = 0
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# velocity = self.calculate_velocity(velocity, move_direction, delta)
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## $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 ):
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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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if $character/creature:
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self.rotate_y( event.relative.x *0.01 )
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elif event.is_action( "camera_zoom_in" ):
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# self.zoom_level += 1
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self.move_speed
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pass
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elif event.is_action( "camera_zoom_out" ):
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# self.zoom_level -= 1
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pass
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elif event.is_action_pressed( "camera_switch" ):
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if $camera_tps.current:
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$camera_fps.make_current()
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#$character/spring_arm.rotation = Vector3.ZERO
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# self.hide()
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else:
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$camera_tps.make_current()
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# self.show()
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elif event.is_action( "move_backward" ):
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Config.msg_info( "move_backward" )
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pass
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elif event.is_action( "move_forward" ):
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Config.msg_info( "move_forward" )
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pass
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if animation_object != null:
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# Lance une animation d'attente si on ne fait rien
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if not animation_object.is_playing() and animation_object.has_animation("idle"):
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animation_object.play( idle_animation )
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func change_creature( new_model_path ):
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if $character/creature:
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var old_model = $character/creature
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$character.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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$character.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 _on_creature_animation_finished(anim_name):
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Config.msg_debug("anim_name:" + anim_name)
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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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