update action between walk and swim
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efa65e57ca
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1 changed files with 146 additions and 2 deletions
148
player/player.gd
148
player/player.gd
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@ -1,7 +1,7 @@
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extends CharacterBody3D
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enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2}
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enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2, WALK_WATER=3}
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# Constant
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const SPEED_WALK_UP = 5.0
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@ -27,6 +27,7 @@ const JUMP_FORCE = 4.5
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const MUL_SPEED_FLY = 2.0
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const MUL_SPEED_SWIM = 0.5
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const FACTOR_WALK_WATER = 0.3
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -78,6 +79,7 @@ var player_automove:bool = false
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var state_player:StatePlayer = StatePlayer.WALK
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var level_water:float
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var heigh_underwater = 1.0
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@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
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@ -86,6 +88,10 @@ func switch_state(new_state):
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return
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state_player = new_state
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match state_player:
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StatePlayer.WALK_WATER:
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print("switch camera WALK_WATER")
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$carpet.hide()
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camera_fps = $camera_root/Camera3D_FPS_WALK
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StatePlayer.WALK:
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print("switch camera WALK")
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$carpet.hide()
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@ -238,6 +244,12 @@ func _input(event):
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func _physics_process(delta):
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# Add the gravity.
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match state_player:
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StatePlayer.WALK_WATER:
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if get_position().y > level_water - heigh_underwater:
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_physics_process_walk_water(delta)
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else:
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switch_state(StatePlayer.SWIM)
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_physics_process_swim(delta)
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StatePlayer.WALK:
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_physics_process_walk(delta)
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StatePlayer.FLY:
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@ -374,6 +386,134 @@ func _physics_process_walk(delta):
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move_and_slide()
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func _physics_process_walk_water(delta):
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var input_dir: Vector2
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var input_x: float
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var input_y: float
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var speed: float
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var move_up:bool = false
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var move_down:bool = false
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var move_strafe: bool = false
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#print(get_position())
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# Add the gravity.
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if not is_on_floor():
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motion_velocity.y -= gravity * delta
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# Handle Jump.
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# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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# motion_velocity.y = JUMP_FORCE
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# Get the input direction and handle the movement/deceleration.
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if Input.is_action_pressed("ui_strafe"):
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if Input.is_action_pressed("ui_left"):
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input_x = 1.0
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move_strafe = true
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elif Input.is_action_pressed("ui_right"):
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input_x = -1.0
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move_strafe = true
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else:
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var y = 0
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if Input.is_action_pressed("ui_right"):
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y -= 1
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if Input.is_action_pressed("ui_left"):
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y += 1
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if y != 0:
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var dt = y * delta * SPEED_ROTATE
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if tps:
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camera_rotate_y += dt
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if camera_rotate_y > PI:
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camera_rotate_y -= TAU
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TAU
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$camera_root/horizontal_root.rotate_y( dt )
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else:
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player_rotate_y += dt
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if player_rotate_y > PI:
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player_rotate_y -= TAU
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elif player_rotate_y <= -PI:
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player_rotate_y += TAU
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camera_rotate_y = player_rotate_y
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rotate_y( dt )
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# Disable vector on ui_right/ui_left (used to rotate and not strafe)
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input_x = 0
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if Input.is_action_pressed("ui_up"):
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input_y = 1.0
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move_up = true
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player_automove = false
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elif Input.is_action_pressed("ui_down"):
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player_automove = false
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input_y = -1.0
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move_down = true
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elif player_automove:
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input_y = 1.0
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move_up = true
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if is_run:
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if move_strafe:
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if move_up:
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speed = SPEED_RUN_UP_STRAFE
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switch_animation(anim_run)
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elif move_down:
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speed = SPEED_RUN_DOWN_STRAFE
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switch_animation(anim_run_backward)
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else:
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speed = SPEED_RUN_STRAFE
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if input_x > 0.0:
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switch_animation(anim_strafe_left_walk)
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else:
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switch_animation(anim_strafe_right_walk)
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elif move_up:
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speed = SPEED_RUN_UP
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switch_animation(anim_run)
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else:
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speed = SPEED_RUN_DOWN
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if move_down:
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switch_animation(anim_run_backward)
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else:
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switch_animation(anim_idle)
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else:
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if move_strafe:
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if move_up:
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speed = SPEED_WALK_UP_STRAFE
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switch_animation(anim_walk)
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elif move_down:
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speed = SPEED_WALK_DOWN_STRAFE
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switch_animation(anim_walk_backward)
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else:
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speed = SPEED_WALK_STRAFE
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if input_x > 0.0:
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switch_animation(anim_strafe_left_walk)
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else:
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switch_animation(anim_strafe_right_walk)
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elif move_up:
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speed = SPEED_WALK_UP
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switch_animation(anim_walk)
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else:
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speed = SPEED_WALK_DOWN
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if move_down:
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switch_animation(anim_walk_backward)
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else:
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switch_animation(anim_idle)
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if input_x == 0.0 and input_y == 0.0:
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if player_sit:
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switch_animation(anim_sitting_ground_idle)
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else:
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switch_animation(anim_idle)
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var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
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if direction:
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motion_velocity.x = direction.x * speed * FACTOR_WALK_WATER
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motion_velocity.z = direction.z * speed * FACTOR_WALK_WATER
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed * FACTOR_WALK_WATER)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed * FACTOR_WALK_WATER)
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#print("pos:", get_floor_angle(), " - ", get_wall_min_slide_angle(), " - ", get_floor_max_angle())
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#motion_velocity.y = 0.5
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move_and_slide()
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func _physics_process_fly(delta):
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var input_dir: Vector2
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var input_x: float
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@ -633,10 +773,14 @@ func _physics_process_swim(delta):
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var tmp = get_position()
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tmp.y = level_water
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set_position(tmp)
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elif col == true and get_position().y >= level_water - heigh_underwater:
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switch_state(StatePlayer.WALK_WATER)
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func _process( delta ):
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match state_player:
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StatePlayer.WALK_WATER:
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_process_walk(delta)
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StatePlayer.WALK:
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_process_walk(delta)
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StatePlayer.FLY:
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@ -679,7 +823,7 @@ func _process_walk( delta ):
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func enter_underwater():
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# function called by Area3D (Water Object)
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level_water = get_position().y
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switch_state(StatePlayer.SWIM)
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switch_state(StatePlayer.WALK_WATER)
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print("SWIM")
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