update action between walk and swim

This commit is contained in:
AleaJactaEst 2022-02-06 14:38:17 +01:00
parent efa65e57ca
commit bbdad2716b

View file

@ -1,7 +1,7 @@
extends CharacterBody3D
enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2}
enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2, WALK_WATER=3}
# Constant
const SPEED_WALK_UP = 5.0
@ -27,6 +27,7 @@ const JUMP_FORCE = 4.5
const MUL_SPEED_FLY = 2.0
const MUL_SPEED_SWIM = 0.5
const FACTOR_WALK_WATER = 0.3
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@ -78,6 +79,7 @@ var player_automove:bool = false
var state_player:StatePlayer = StatePlayer.WALK
var level_water:float
var heigh_underwater = 1.0
@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
@ -86,6 +88,10 @@ func switch_state(new_state):
return
state_player = new_state
match state_player:
StatePlayer.WALK_WATER:
print("switch camera WALK_WATER")
$carpet.hide()
camera_fps = $camera_root/Camera3D_FPS_WALK
StatePlayer.WALK:
print("switch camera WALK")
$carpet.hide()
@ -238,6 +244,12 @@ func _input(event):
func _physics_process(delta):
# Add the gravity.
match state_player:
StatePlayer.WALK_WATER:
if get_position().y > level_water - heigh_underwater:
_physics_process_walk_water(delta)
else:
switch_state(StatePlayer.SWIM)
_physics_process_swim(delta)
StatePlayer.WALK:
_physics_process_walk(delta)
StatePlayer.FLY:
@ -374,6 +386,134 @@ func _physics_process_walk(delta):
move_and_slide()
func _physics_process_walk_water(delta):
var input_dir: Vector2
var input_x: float
var input_y: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
#print(get_position())
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# motion_velocity.y = JUMP_FORCE
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
else:
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * SPEED_ROTATE
if tps:
camera_rotate_y += dt
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( dt )
else:
player_rotate_y += dt
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
rotate_y( dt )
# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
move_up = true
player_automove = false
elif Input.is_action_pressed("ui_down"):
player_automove = false
input_y = -1.0
move_down = true
elif player_automove:
input_y = 1.0
move_up = true
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
switch_animation(anim_run)
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
switch_animation(anim_run_backward)
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_RUN_UP
switch_animation(anim_run)
else:
speed = SPEED_RUN_DOWN
if move_down:
switch_animation(anim_run_backward)
else:
switch_animation(anim_idle)
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
switch_animation(anim_walk)
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
switch_animation(anim_walk_backward)
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_WALK_UP
switch_animation(anim_walk)
else:
speed = SPEED_WALK_DOWN
if move_down:
switch_animation(anim_walk_backward)
else:
switch_animation(anim_idle)
if input_x == 0.0 and input_y == 0.0:
if player_sit:
switch_animation(anim_sitting_ground_idle)
else:
switch_animation(anim_idle)
var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * FACTOR_WALK_WATER
motion_velocity.z = direction.z * speed * FACTOR_WALK_WATER
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * FACTOR_WALK_WATER)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * FACTOR_WALK_WATER)
#print("pos:", get_floor_angle(), " - ", get_wall_min_slide_angle(), " - ", get_floor_max_angle())
#motion_velocity.y = 0.5
move_and_slide()
func _physics_process_fly(delta):
var input_dir: Vector2
var input_x: float
@ -633,10 +773,14 @@ func _physics_process_swim(delta):
var tmp = get_position()
tmp.y = level_water
set_position(tmp)
elif col == true and get_position().y >= level_water - heigh_underwater:
switch_state(StatePlayer.WALK_WATER)
func _process( delta ):
match state_player:
StatePlayer.WALK_WATER:
_process_walk(delta)
StatePlayer.WALK:
_process_walk(delta)
StatePlayer.FLY:
@ -679,7 +823,7 @@ func _process_walk( delta ):
func enter_underwater():
# function called by Area3D (Water Object)
level_water = get_position().y
switch_state(StatePlayer.SWIM)
switch_state(StatePlayer.WALK_WATER)
print("SWIM")