extends CharacterBody3D signal switch_to_ship enum StatePlayer {NONE = 0, FLY = 1, SWIM = 2, WALK = 3, WALK_WATER=4} enum AnimationSelected {IDLE = 0, RUN = 1, RUN_BACKWARD = 2, SITTING_GROUND_IDLE = 3, STRAFE_LEFT_WALK = 4, STRAFE_RIGHT_WALK = 5, WALK = 6, WALK_BACKWARD = 7} # Constant const SPEED_WALK_UP = 5.0 const SPEED_WALK_UP_STRAFE = 3.0 const SPEED_WALK_STRAFE = 2.5 const SPEED_WALK_DOWN_STRAFE = 0.6 const SPEED_WALK_DOWN = 0.8 const DIFF_RUN_WALK = 2.0 const SPEED_RUN_UP = SPEED_WALK_UP * DIFF_RUN_WALK const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * DIFF_RUN_WALK const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * DIFF_RUN_WALK const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * DIFF_RUN_WALK const SPEED_RUN_DOWN = SPEED_WALK_DOWN * DIFF_RUN_WALK const ZOOM_STEP_Y = 0.05 const ZOOM_STEP_Z = 0.1 const ZOOM_MIN_Z = 0.2 const ZOOM_MAX_Z = 3.0 const ZOOM_DEFAULT = 1.0 const CAMERA_TPS_ROTATE_STEP_X = 0.5 const CAMERA_TPS_ROTATE_STEP_Y = 0.5 const CAMERA_FPS_ROTATE_STEP_X = 10.0 const CAMERA_FPS_ROTATE_STEP_Y = 10.0 const SPEED_ROTATE = PI const PI_2 = PI / 2.0 const JUMP_FORCE = 4.5 const STEP_FORCE = 50.0 const MUL_SPEED_FLY = 2.0 const MUL_SPEED_SWIM = 0.5 const FACTOR_WALK = 1.0 const FACTOR_WALK_WATER = 0.3 const FACTOR_FLY = 2.0 const FACTOR_SWIM = 0.4 const MUL_SPEED_STEP = 0.2 const SPEED_COLLIDED = 0.0001 const MOVE_CAMERA_Y_STEP = 0.8 const MOVE_CAMERA_Y_MIN = -2.0 const MOVE_CAMERA_Y_MAX = 2.0 const MOVE_CAMERA_Y_OFFSET = 0.01 # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2) # Camera position var camera_rotate_y = 0.0 var camera_rotate_x = 0.0 var camera_position_y = 0.0 # Player position var player_rotate_y = 0.0 var player_rotate_x = 0.0 # Activate reconciliation between camera & player var reconciliate_rotate_camera_player:bool = false var move_camera_back_player:bool = false # Player run var is_run:bool = false var zoom:float = ZOOM_DEFAULT var tps:bool = true var animation_object:AnimationPlayer = null var anim_idle:String = "CHAR_idle_bored" var anim_run:String = "CHAR_run" var anim_run_backward:String = "CHAR_run backward" var anim_sitting_ground_idle:String = "CHAR_sitting_ground_idle" var anim_strafe_left_walk:String = "CHAR_strafe_left_walk" var anim_strafe_right_walk:String = "CHAR_strafe_right_walk" var anim_walk:String = "CHAR_walk" var anim_walk_backward:String = "CHAR_walk_backward" var anim_fly_idle:String = "CHAR_fly" var anim_fly_run:String = "CHAR_fly" var anim_fly_run_backward:String = "CHAR_fly" var anim_fly_sitting_ground_idle:String = "CHAR_fly_idle" var anim_fly_strafe_left_walk:String = "CHAR_fly" var anim_fly_strafe_right_walk:String = "CHAR_fly" var anim_fly_walk:String = "CHAR_fly" var anim_fly_walk_backward:String = "CHAR_fly" var anim_swim_idle:String = "CHAR_swim_idle" var anim_swim_run:String = "CHAR_swim_slow" var anim_swim_run_backward:String = "CHAR_swim_idle" var anim_swim_sitting_ground_idle:String = "CHAR_swim_idle" var anim_swim_strafe_left_walk:String = "CHAR_swim_idle" var anim_swim_strafe_right_walk:String = "CHAR_swim_idle" var anim_swim_walk:String = "CHAR_swim_slow" var anim_swim_walk_backward:String = "CHAR_swim_idle" var ANIM_WALK = [anim_idle, anim_run, anim_run_backward, anim_sitting_ground_idle, anim_strafe_left_walk, anim_strafe_right_walk, anim_walk, anim_walk_backward ] var ANIM_FLY = [anim_fly_idle, anim_fly_run, anim_fly_run_backward, anim_fly_sitting_ground_idle, anim_fly_strafe_left_walk, anim_fly_strafe_right_walk, anim_fly_walk, anim_fly_walk_backward ] var ANIM_SWIM = [anim_swim_idle, anim_swim_run, anim_swim_run_backward, anim_swim_sitting_ground_idle, anim_swim_strafe_left_walk, anim_swim_strafe_right_walk, anim_swim_walk, anim_swim_walk_backward ] var current_anim:String = anim_idle var player_sit:bool = false var player_automove:bool = false var state_player:StatePlayer = StatePlayer.WALK var animation_selected:AnimationSelected = AnimationSelected.IDLE var current_state:StatePlayer = StatePlayer.NONE var current_animation_selected:AnimationSelected = AnimationSelected.IDLE var level_water:float var heigh_underwater_swim = 0.4 var heigh_underwater_walk = 1.0 var stop_move:bool = false var max_collided_speed = 0.0 @onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK @onready var height_step:Vector3 = $RayCastStep.get_position() - $RayCastGround.get_position() var on_ship:bool = false var near_boat:Node3D = null var jump_disabled:bool = false # Use to calculate collision for camera var distance_cam:float = 0.0 var angle_rotate_camera_x:float = sin(CAMERA_TPS_ROTATE_STEP_X) # Action InProgress var is_camera_move_up:bool = false var is_camera_move_down:bool = false var is_camera_move_left:bool = false var is_camera_move_right:bool = false var offset_camera_target:float =0.0 var offset_camera_current:float =0.0 var offset_camera_walk:float = 0.0 var offset_camera_fly:float = 0.0 var offset_camera_swim:float = 0.0 func switch_state(new_state): if state_player == new_state: return state_player = new_state match state_player: StatePlayer.WALK_WATER: Common.msg_debug("switch camera WALK (WALK_WATER)") camera_fps.rotate_x( -player_rotate_x ) player_rotate_x = 0 if get_viewport().get_camera_3d() == camera_fps: camera_fps = $camera_root/Camera3D_FPS_WALK camera_fps.make_current() tps = false else: camera_fps = $camera_root/Camera3D_FPS_WALK $CollisionWalk.disabled = false $CollisionFly.disabled = true $CollisionSwim.disabled = true offset_camera_target = offset_camera_walk StatePlayer.WALK: Common.msg_debug("switch camera WALK") camera_fps.rotate_x( -player_rotate_x ) player_rotate_x = 0 if get_viewport().get_camera_3d() == camera_fps: camera_fps = $camera_root/Camera3D_FPS_WALK camera_fps.make_current() tps = false else: camera_fps = $camera_root/Camera3D_FPS_WALK $CollisionWalk.disabled = false $CollisionFly.disabled = true $CollisionSwim.disabled = true offset_camera_target = offset_camera_walk StatePlayer.FLY: Common.msg_debug("switch camera FLY") camera_fps.rotate_x( -player_rotate_x ) player_rotate_x = 0 if get_viewport().get_camera_3d() == camera_fps: camera_fps = $camera_root/Camera3D_FPS_FLY camera_fps.make_current() tps = false else: camera_fps = $camera_root/Camera3D_FPS_FLY $CollisionWalk.disabled = true $CollisionFly.disabled = false $CollisionSwim.disabled = true offset_camera_target = offset_camera_fly StatePlayer.SWIM: Common.msg_debug("switch camera SWIM") camera_fps.rotate_x( -player_rotate_x ) player_rotate_x = 0 if get_viewport().get_camera_3d() == camera_fps: camera_fps = $camera_root/Camera3D_FPS_SWIM camera_fps.make_current() tps = false else: camera_fps = $camera_root/Camera3D_FPS_SWIM $CollisionWalk.disabled = true $CollisionFly.disabled = true $CollisionSwim.disabled = false offset_camera_target = offset_camera_swim func search_animation( obj:Node , root:String = "/") -> bool: var ret:bool = false for i in obj.get_children(): print("DEBUG - search_animation: " + root + String(i.get_name())) if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player": animation_object = i return true else: ret = search_animation(i, root + String(i.get_name()) + "/" ) if ret == true: return ret return false func print_list_animation(): for key in animation_object.get_animation_list(): print('Anim detected: ', key) func switch_animation(name:String): #print(">", name) if name != current_anim and animation_object.has_animation(name): current_anim = name animation_object.play( name ) if not animation_object.is_connected("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name)): animation_object.connect("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name)) func select_animation(animation:AnimationSelected): if current_state != StatePlayer.NONE: if current_state == state_player and current_animation_selected == animation: return current_state = state_player current_animation_selected = animation match current_state: StatePlayer.WALK_WATER: switch_animation(ANIM_WALK[current_animation_selected]) StatePlayer.WALK: switch_animation(ANIM_WALK[current_animation_selected]) StatePlayer.FLY: switch_animation(ANIM_FLY[current_animation_selected]) StatePlayer.SWIM: switch_animation(ANIM_SWIM[current_animation_selected]) func _on_AnimationPlayer_animation_finished(name:String): print("End animation: " , name) func _init(): print("wall_min_slide_angle: ", get_wall_min_slide_angle()) print("get_floor_max_angle: ", get_floor_max_angle()) print("get_floor_snap_length: ", get_floor_snap_length()) # set_wall_min_slide_angle(1.0) #set_floor_max_angle(4.0) # set_floor_snap_length(0.4) pass func offset_y(obj1:Node3D, obj2:Node3D): return obj2.get_global_transform().origin.y - obj1.get_global_transform().origin.y func _ready(): # Place the mouse at the center of the screen get_viewport().warp_mouse(starting_point) #$RayCastGround.rotate_x( -get_floor_max_angle() ) search_animation($Mesh/character, "/") print_list_animation() switch_state(StatePlayer.WALK) offset_camera_fly = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_FLY) offset_camera_swim = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_SWIM) Common.msg_debug("offset_camera_fly: " + str(offset_camera_fly)) Common.msg_debug("offset_camera_swim: " + str(offset_camera_swim)) heigh_underwater_walk = $Water_Walk_Max_Level.get_global_transform().origin.y Common.msg_debug("heigh_underwater_walk: " + str(heigh_underwater_walk)) heigh_underwater_swim = $Water_Swim_Max_Level.get_global_transform().origin.y Common.msg_debug("heigh_underwater_swim: " + str(heigh_underwater_swim)) # var obj1 = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseUp.get_global_transform().origin # var obj2 = $camera_root.get_global_transform().origin # distance_cam = obj2.distance_to(obj1) # Common.msg_debug("distance: " + str(distance_cam)) # Common.msg_debug(str(sin(CAMERA_TPS_ROTATE_STEP_X))) # update_collision_exception() func update_collision(target:RayCast3D, obj:Node3D): Common.msg_debug("child:" + str(obj)) target.add_exception(obj) for child in obj.get_children(): if child is Node3D: update_collision(target, child) func update_collision_exception(): var target:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseColl target.clear_exceptions() target.add_exception($CollisionWalk) update_collision(target, $Mesh) target.force_raycast_update() # target.add_exception($Mesh) # for child in $Mesh.get_children(): # Common.msg_debug("child:" + str(child)) # target.add_exception(child) func get_distance(obj1: Node3D, obj2: Node3D) -> float: return obj1.get_global_transform().origin.distance_to(obj2.get_global_transform().origin) func get_distance_vector(obj1: Vector3, obj2: Vector3) -> float: return obj1.distance_to(obj2) func _input(event): if tps: if Input.is_action_pressed("INPUT_VIEW_FRONT", true) and tps: # Move camera position on front switch_camera_tps_front() elif Input.is_action_pressed("INPUT_VIEW_BACK", true) and tps: # Move camera position on back switch_camera_tps_back() if Input.is_action_pressed("INPUT_VIEW_ZOOM_IN", true): camera_zoom_in() elif Input.is_action_pressed("INPUT_VIEW_ZOOM_OUT", true): camera_zoom_out() if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_FPS_TPS", true): switch_camera_fps() if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"): # Mouse Button Right (start) pass elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"): # Mouse Button Right (stop) pass elif Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"): # Mouse Button Left (start) pass elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_ONLY"): # Mouse Button Left (stop) pass elif Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"): if event is InputEventMouseMotion: move_camera(event.relative.y * 0.01 , - event.relative.x *0.01) if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"): reconciliate_rotate_camera_player = true Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN) elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"): # reconciliate_rotate_camera_player = false # continue move camera, and stop when it's arrive in final position Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) else: if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"): if event is InputEventMouseMotion: camera_rotate_y = player_rotate_y player_rotate_y += event.relative.x *0.01 if player_rotate_y > PI: player_rotate_y -= TAU elif player_rotate_y <= -PI: player_rotate_y += TAU rotate_y( -event.relative.x *0.01 ) var new_camera_rotate_x = player_rotate_x + event.relative.y * 0.01 if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: camera_fps.rotate_x( event.relative.y * 0.01 ) player_rotate_x = new_camera_rotate_x if Input.is_action_pressed("INPUT_VIEW_ZOOM_OUT", true): camera_zoom_out() elif Input.is_action_just_pressed("INPUT_VIEW_CAMERA_FPS_TPS", true): switch_camera_tps() # Action on both state FPS or TPS if Input.is_action_just_pressed("INPUT_ACTION_SIT_DOWN", true): player_sit = not player_sit elif Input.is_action_just_pressed("INPUT_ACTION_AUTO_UP", true): player_automove = not player_automove elif Input.is_action_just_pressed("INPUT_ACTION_FLY", true): match state_player: StatePlayer.WALK: switch_state(StatePlayer.FLY) StatePlayer.FLY: switch_state(StatePlayer.WALK) elif Input.is_action_just_released("INPUT_ACTION_RUN", true): is_run = !is_run func _input_in_ship(event): if Input.is_action_just_pressed("INPUT_ACTION_ENTER_VEHICLE"): on_ship = false player_sit = false return func switch_camera_fps(): #Common.msg_debug("switch_camera_fps") camera_fps.rotate_x( -player_rotate_x ) player_rotate_x = 0 camera_fps.make_current() tps = false reconciliate_rotate_camera_player = false Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y ) camera_rotate_y = player_rotate_y func switch_camera_tps(): #Common.msg_debug("switch_camera_tps") tps = true reconciliate_rotate_camera_player = true # Recover rotate Y $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y ) camera_rotate_y = player_rotate_y # Recover rotate X $camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x ) camera_rotate_x = player_rotate_x # Recover zoom var zoomorign = zoom var curzoom = zoom - ZOOM_MIN_Z var fac = curzoom / ZOOM_STEP_Z var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom) zoom = ZOOM_MIN_Z $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) # Position Camera on Y var pos:Vector3 = $camera_root.get_position() pos.y -= camera_position_y $camera_root.set_position( pos ) camera_position_y = 0.0 # Move slowly the camera to detect collision (and stop camera) $camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current() var last_zoom = 0.0 while zoom < zoomorign and zoom != last_zoom: last_zoom = zoom camera_zoom_out() func switch_camera_tps_front(): # Recover rotate Y $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y ) camera_rotate_y = player_rotate_y # Recover rotate X $camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x ) camera_rotate_x = player_rotate_x # Recover zoom var curzoom = zoom - ZOOM_MIN_Z var fac = curzoom / ZOOM_STEP_Z var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom) zoom = ZOOM_MIN_Z $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) # Position Camera on Y var pos:Vector3 = $camera_root.get_position() pos.y -= camera_position_y $camera_root.set_position( pos ) camera_position_y = 0.0 # Move slowly the camera to detect collision (and stop camera) var last_zoom = 0.0 while zoom < ZOOM_DEFAULT and zoom != last_zoom: last_zoom = zoom camera_zoom_out() func switch_camera_tps_back(): $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y + PI ) camera_rotate_y = player_rotate_y + PI if camera_rotate_y > PI: camera_rotate_y -= TAU elif camera_rotate_y <= -PI: camera_rotate_y += TAU # Recover rotate X $camera_root/horizontal_root/vertical_root.rotate_x( player_rotate_x - camera_rotate_x ) camera_rotate_x = player_rotate_x # Recover zoom var curzoom = zoom - ZOOM_MIN_Z var fac = curzoom / ZOOM_STEP_Z var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom) zoom = ZOOM_MIN_Z $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) # Position Camera on Y var pos:Vector3 = $camera_root.get_position() pos.y -= camera_position_y $camera_root.set_position( pos ) camera_position_y = 0.0 # Move slowly the camera to detect collision (and stop camera) var last_zoom = 0.0 while zoom < ZOOM_DEFAULT and zoom != last_zoom: last_zoom = zoom camera_zoom_out() func camera_zoom_in(): if zoom > ZOOM_MIN_Z: zoom -= ZOOM_STEP_Z var zoom3D:Vector3 = Vector3(0.0, -ZOOM_STEP_Y, -ZOOM_STEP_Z) $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) #detect_camera_collision() if zoom < ZOOM_MIN_Z: Common.msg_debug("camera_zoom_in:" + str(zoom) + " < " + str(ZOOM_MIN_Z)) switch_camera_fps() func camera_zoom_out(): if not tps: switch_camera_tps() var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Back coll.force_raycast_update() if ! coll.is_colliding(): zoom += ZOOM_STEP_Z if zoom >= ZOOM_MAX_Z: zoom = ZOOM_MAX_Z else: var zoom3D:Vector3 = Vector3(0.0, ZOOM_STEP_Y, ZOOM_STEP_Z) $camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D) #detect_camera_collision() func loop_collision_x(col:RayCast3D, maxloop:int, angle_x:float ): var maxloop_origin = maxloop col.force_raycast_update() if not col.is_colliding(): return while maxloop > 0: var new_camera_rotate_x = camera_rotate_x + angle_x if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: $camera_root/horizontal_root/vertical_root.rotate_x( angle_x ) camera_rotate_x = new_camera_rotate_x maxloop -= 1 col.force_raycast_update() if not col.is_colliding(): loop_collision_x_step_2(col, 100, -angle_x/100.0) return func loop_collision_x_step_2(col:RayCast3D, maxloop:int, angle_x:float ): var maxloop_origin = maxloop col.force_raycast_update() if col.is_colliding(): return while maxloop > 0: var new_camera_rotate_x = camera_rotate_x + angle_x if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: $camera_root/horizontal_root/vertical_root.rotate_x( angle_x ) camera_rotate_x = new_camera_rotate_x maxloop -= 1 col.force_raycast_update() if col.is_colliding(): loop_collision_x_step_3(col, 10, -angle_x/10.0) return func loop_collision_x_step_3(col:RayCast3D, maxloop:int, angle_x:float ): var maxloop_origin = maxloop col.force_raycast_update() if not col.is_colliding(): return while maxloop > 0: var new_camera_rotate_x = camera_rotate_x + angle_x if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: $camera_root/horizontal_root/vertical_root.rotate_x( angle_x ) camera_rotate_x = new_camera_rotate_x maxloop -= 1 col.force_raycast_update() if not col.is_colliding(): return func loop_collision_y(col:RayCast3D, maxloop:int, angle_y:float ): var maxloop_origin = maxloop var new_camera_rotate_y col.force_raycast_update() if not col.is_colliding(): return if tps: var diff = camera_rotate_y - player_rotate_y if diff <= 0.01 and diff >= -0.01: move_camera_back_player = true while maxloop > 0: new_camera_rotate_y = camera_rotate_y + angle_y if new_camera_rotate_y > PI: new_camera_rotate_y -= TAU elif new_camera_rotate_y <= -PI: new_camera_rotate_y += TAU $camera_root/horizontal_root.rotate_y( angle_y ) camera_rotate_y = new_camera_rotate_y maxloop -= 1 col.force_raycast_update() if not col.is_colliding(): loop_collision_y_step_2(col, 20, -angle_y/10.0) return func loop_collision_y_step_2(col:RayCast3D, maxloop:int, angle_y:float ): var maxloop_origin = maxloop col.force_raycast_update() if col.is_colliding(): return while maxloop > 0: var new_camera_rotate_y = camera_rotate_y + angle_y if new_camera_rotate_y > PI: new_camera_rotate_y -= TAU elif new_camera_rotate_y <= -PI: new_camera_rotate_y += TAU $camera_root/horizontal_root.rotate_y( angle_y ) camera_rotate_y = new_camera_rotate_y maxloop -= 1 col.force_raycast_update() if col.is_colliding(): loop_collision_y_step_3(col, 10, -angle_y/10.0) return func loop_collision_y_step_3(col:RayCast3D, maxloop:int, angle_y:float ): var maxloop_origin = maxloop col.force_raycast_update() if not col.is_colliding(): return while maxloop > 0: var new_camera_rotate_y = camera_rotate_y + angle_y if new_camera_rotate_y > PI: new_camera_rotate_y -= TAU elif new_camera_rotate_y <= -PI: new_camera_rotate_y += TAU $camera_root/horizontal_root.rotate_y( angle_y ) camera_rotate_y = new_camera_rotate_y maxloop -= 1 col.force_raycast_update() if not col.is_colliding(): return func detect_camera_collision_x(angle_x): var dis = get_distance($camera_root/horizontal_root/vertical_root, $camera_root/horizontal_root/vertical_root/Camera3D_TPS) if angle_x >= 0.0: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Up var dey:float = dis * sin(angle_x) #Common.msg_debug("dis:" + str(dis) + " angle_x:" + str(angle_x) + " deY:" + str(dey)) var pos:Vector3 = Vector3(0.0, dey + 0.2 , 0.0) coll.set_target_position(pos) loop_collision_x(coll, 20, -0.01 ) if angle_x <= 0.0: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Down var dey:float = dis * sin(angle_x) #Common.msg_debug("dis:" + str(dis) + " angle_x:" + str(angle_x) + " deY:" + str(dey)) var pos:Vector3 = Vector3(0.0, dey - 0.2 , 0.0) coll.set_target_position(pos) loop_collision_x(coll, 20, +0.01 ) func detect_camera_collision_y(angle_y): var dis = get_distance($camera_root/horizontal_root/vertical_root, $camera_root/horizontal_root/vertical_root/Camera3D_TPS) if angle_y >= 0.0: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Right var dey:float = dis * sin(angle_y) #Common.msg_debug("dis:" + str(dis) + " angle_y:" + str(angle_y) + " deY:" + str(dey)) var pos:Vector3 = Vector3(dey + 0.2, 0.0 , 0.0) coll.set_target_position(pos) loop_collision_y(coll, 20, -0.01 ) if angle_y <= 0.0: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Left var dey:float = dis * sin(angle_y) #Common.msg_debug("dis:" + str(dis) + " angle_y:" + str(angle_y) + " deY:" + str(dey)) var pos:Vector3 = Vector3(dey - 0.2, 0.0 , 0.0) coll.set_target_position(pos) loop_collision_y(coll, 20, +0.01 ) func rotate_camera_y(angle_y): var coll:RayCast3D if angle_y >= 0.0: coll = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Right else: coll = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Left if coll.is_colliding(): return camera_rotate_y -= angle_y if camera_rotate_y > PI: camera_rotate_y -= TAU elif camera_rotate_y <= -PI: camera_rotate_y += TAU $camera_root/horizontal_root.rotate_y( -angle_y ) detect_camera_collision_y(-angle_y) func move_camera(angle_x, angle_y): var new_camera_rotate_x = camera_rotate_x + angle_x if angle_x != 0.0 and new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: $camera_root/horizontal_root/vertical_root.rotate_x( angle_x ) camera_rotate_x = new_camera_rotate_x detect_camera_collision_x(angle_x) rotate_camera_y(angle_y) func move_camera_y(delta_y:float): var posTarget:Vector3 = $camera_root.get_position() if delta_y >= 0.0: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Up var pos:Vector3 = Vector3(0.0, delta_y+0.2 , 0.0) coll.set_target_position(pos) coll.force_raycast_update() if coll.is_colliding(): return true else: var coll:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/Down var pos:Vector3 = Vector3(0.0, delta_y-0.2 , 0.0) coll.set_target_position(pos) coll.force_raycast_update() if coll.is_colliding(): return true posTarget.y += delta_y camera_position_y += delta_y $camera_root.set_position(posTarget) detect_camera_collision_y(delta_y) return false func move_camera_y_by_step(delta_y:float, step_y:float): var cur:float = 0.0 var coll:bool = false if delta_y >= 0.0: if delta_y < step_y: step_y = delta_y coll = move_camera_y(step_y) cur += step_y else: while !coll and cur < delta_y + step_y: coll = move_camera_y(step_y) cur += step_y if delta_y - cur < step_y: step_y = delta_y - cur coll = move_camera_y(step_y) cur += step_y else: if delta_y > -step_y: step_y = delta_y coll = move_camera_y(step_y) cur += step_y else: while !coll and cur > delta_y - step_y: coll = move_camera_y(-step_y) cur -= step_y if delta_y - cur > -step_y: step_y = delta_y - cur coll = move_camera_y(step_y) cur += step_y return cur func move_camera_y_one_step(delta_y:float, step_y:float): var cur:float = 0.0 var coll:bool = false if delta_y >= 0.0: if delta_y < step_y: step_y = delta_y coll = move_camera_y(step_y) cur += step_y else: if !coll: coll = move_camera_y(step_y) cur += step_y elif delta_y - cur < step_y: step_y = delta_y - cur coll = move_camera_y(step_y) cur += step_y else: if delta_y > -step_y: step_y = delta_y coll = move_camera_y(step_y) cur += step_y else: if !coll: coll = move_camera_y(-step_y) cur -= step_y elif delta_y - cur > -step_y: step_y = delta_y - cur coll = move_camera_y(step_y) cur += step_y return cur func _physics_process(delta): if (state_player == StatePlayer.WALK or state_player == StatePlayer.WALK_WATER) and (not is_on_floor()): velocity.y -= gravity * delta if tps: var camx = (Input.get_action_strength("INPUT_VIEW_CAMERA_UP", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_DOWN", true)) * CAMERA_TPS_ROTATE_STEP_X * delta var camy = (Input.get_action_strength("INPUT_VIEW_CAMERA_LEFT", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_RIGHT", true)) * CAMERA_TPS_ROTATE_STEP_Y * delta move_camera(camx, camy) var delta_y = (Input.get_action_strength("INPUT_VIEW_UP", true) - Input.get_action_strength("INPUT_VIEW_DOWN", true)) * MOVE_CAMERA_Y_STEP * delta #Common.msg_debug("step y:" + str(delta_y)) if delta_y != 0.0 and camera_position_y + delta_y <= MOVE_CAMERA_Y_MAX and camera_position_y + delta_y >= MOVE_CAMERA_Y_MIN: # move_camera_y(delta_y) move_camera_y_by_step(delta_y, 0.1 ) # var cur = move_camera_y_by_step(delta_y, 0.1 ) # Common.msg_debug("cur:" + str(cur)) else: var camx = (Input.get_action_strength("INPUT_VIEW_CAMERA_UP", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_DOWN", true)) * CAMERA_FPS_ROTATE_STEP_X * delta var camy = (Input.get_action_strength("INPUT_VIEW_CAMERA_LEFT", true) - Input.get_action_strength("INPUT_VIEW_CAMERA_RIGHT", true)) * CAMERA_FPS_ROTATE_STEP_Y * delta var dy = camy * delta * SPEED_ROTATE player_rotate_y += dy 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( dy ) var dx = - camx * delta * SPEED_ROTATE var new_camera_rotate_x = player_rotate_x + dx if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2: camera_fps.rotate_x( dx ) player_rotate_x = new_camera_rotate_x if state_player == StatePlayer.WALK_WATER: if get_position().y <= level_water - heigh_underwater_walk: Common.msg_debug("get_position.y:" + str(get_position().y) + " <= [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk)) switch_state(StatePlayer.SWIM) return if (state_player == StatePlayer.WALK or state_player == StatePlayer.WALK_WATER): pass func _process( delta ): var input_y: float = 0.0 var input_x: float = 0.0 var input_z: float = 0.0 var move_up:bool = false var move_down:bool = false var move_strafe: bool = false var mulstep: float = 1.0 var speed: float var y = 0 var animation_selected:AnimationSelected = AnimationSelected.IDLE if offset_camera_current != offset_camera_target: var offset_diff = move_camera_y_one_step( offset_camera_target - offset_camera_current, MOVE_CAMERA_Y_OFFSET) offset_camera_current += offset_diff if reconciliate_rotate_camera_player: var diff = camera_rotate_y - player_rotate_y if not Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"): if diff <= 0.01 and diff >= -0.01: reconciliate_rotate_camera_player = false return if diff > PI: diff = camera_rotate_y - player_rotate_y - TAU elif diff < -PI: diff = camera_rotate_y - player_rotate_y + TAU var absdiff = diff if absdiff < 0.0: absdiff = -absdiff if absdiff <= 0.5 * delta: $Mesh.rotate_y( diff ) $CollisionFly.rotate_y( diff ) $CollisionFlyIdle.rotate_y( diff ) $CollisionSwim.rotate_y( diff ) $CollisionWalk.rotate_y( diff ) $camera_root.rotate_y( diff ) $RayCastGround.rotate_y( diff ) $RayCastStep.rotate_y( diff ) $camera_root/horizontal_root.rotate_y( -diff ) player_rotate_y = camera_rotate_y else: if diff >= 0.0: diff = delta * SPEED_ROTATE else: diff = -delta * SPEED_ROTATE self.rotate_y( diff ) $camera_root/horizontal_root.rotate_y( -diff ) player_rotate_y += diff if player_rotate_y > PI: player_rotate_y -= TAU elif player_rotate_y <= -PI: player_rotate_y += TAU # elif move_camera_back_player: # var diff:float = camera_rotate_y - player_rotate_y # var step:float = 0.0 # if diff < 0.0: # step = +0.1 # else: # step = -0.1 # rotate_camera_y(step) # diff = camera_rotate_y - player_rotate_y # if diff < 0.0: # diff = -diff # if diff < 0.01: # move_camera_back_player = false if Input.is_action_pressed("INPUT_ACTION_RIGHT"): y -= 1 if Input.is_action_pressed("INPUT_ACTION_LEFT"): y += 1 if y != 0: var angle_y = y * delta * SPEED_ROTATE if tps: if reconciliate_rotate_camera_player: camera_rotate_y += angle_y if camera_rotate_y > PI: camera_rotate_y -= TAU elif camera_rotate_y <= -PI: camera_rotate_y += TAU $camera_root/horizontal_root.rotate_y( angle_y ) detect_camera_collision_y( angle_y) else: camera_rotate_y += angle_y if camera_rotate_y > PI: camera_rotate_y -= TAU elif camera_rotate_y <= -PI: camera_rotate_y += TAU player_rotate_y += angle_y if player_rotate_y > PI: player_rotate_y -= TAU elif player_rotate_y <= -PI: player_rotate_y += TAU rotate_y( angle_y ) detect_camera_collision_y( angle_y) else: player_rotate_y += angle_y 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( angle_y ) #detect_camera_collision_y( angle_y) # Ignore detection, will try to reposition after if Input.is_action_pressed("INPUT_ACTION_UP") or (Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") and Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY")): input_y = 1.0 input_z = 1.0 move_up = true elif Input.is_action_pressed("INPUT_ACTION_DOWN"): player_automove = false input_y = -1.0 input_z = -1.0 move_down = true elif player_automove: input_y = 1.0 input_z = 1.0 move_up = true if Input.is_action_pressed("INPUT_ACTION_STRAFE_LEFT"): input_x = 1.0 move_strafe = true elif Input.is_action_pressed("INPUT_ACTION_STRAFE_RIGHT"): input_x = -1.0 move_strafe = true else: input_x = 0.0 if state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK: input_z = 0.0 else: if tps: input_z *= (-camera_rotate_x) else: input_z *= (-player_rotate_x) if is_run: if move_strafe: if move_up: speed = SPEED_RUN_UP_STRAFE animation_selected = AnimationSelected.RUN elif move_down: speed = SPEED_RUN_DOWN_STRAFE animation_selected = AnimationSelected.RUN_BACKWARD else: speed = SPEED_RUN_STRAFE if input_x > 0.0: animation_selected = AnimationSelected.STRAFE_LEFT_WALK else: animation_selected = AnimationSelected.STRAFE_RIGHT_WALK elif move_up: speed = SPEED_RUN_UP animation_selected = AnimationSelected.RUN else: speed = SPEED_RUN_DOWN if move_down: animation_selected = AnimationSelected.RUN_BACKWARD else: animation_selected = AnimationSelected.IDLE else: if move_strafe: if move_up: speed = SPEED_WALK_UP_STRAFE animation_selected = AnimationSelected.WALK elif move_down: speed = SPEED_WALK_DOWN_STRAFE animation_selected = AnimationSelected.WALK_BACKWARD else: speed = SPEED_WALK_STRAFE if input_x > 0.0: animation_selected = AnimationSelected.STRAFE_LEFT_WALK else: animation_selected = AnimationSelected.STRAFE_RIGHT_WALK elif move_up: speed = SPEED_WALK_UP animation_selected = AnimationSelected.WALK else: speed = SPEED_WALK_DOWN if move_down: animation_selected = AnimationSelected.WALK_BACKWARD else: animation_selected = AnimationSelected.IDLE if input_x == 0.0 and input_y == 0.0: if player_sit: animation_selected = AnimationSelected.SITTING_GROUND_IDLE else: animation_selected = AnimationSelected.IDLE match state_player: StatePlayer.WALK_WATER: Common.msg_debug("WALK_WATER ** level_water: " + str(level_water) + " get_position.y:" + str(get_position().y) + " > [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk)) if get_position().y > level_water - heigh_underwater_walk: #Common.msg_debug("get_position.y:" + str(get_position().y) + " > [heigh_underwater_walk] " + str( level_water - heigh_underwater_walk)) mulstep = FACTOR_WALK_WATER if not is_on_floor(): velocity.y -= gravity * delta else: switch_state(StatePlayer.SWIM) mulstep = FACTOR_SWIM StatePlayer.WALK: Common.msg_debug("WALK") mulstep = FACTOR_WALK if not is_on_floor(): velocity.y -= gravity * delta StatePlayer.FLY: #Common.msg_debug("FLY") mulstep = FACTOR_FLY StatePlayer.SWIM: Common.msg_debug("SWIM - get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim)) if is_on_floor() and get_position().y >= level_water - heigh_underwater_swim: #Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim)) switch_state(StatePlayer.WALK_WATER) mulstep = FACTOR_WALK_WATER else: mulstep = FACTOR_SWIM select_animation(animation_selected) var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized() if direction: velocity.x = direction.x * speed * mulstep velocity.z = direction.z * speed * mulstep if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK): velocity.y = direction.y * speed * mulstep else: velocity.x = move_toward(velocity.x, 0, speed * mulstep) velocity.z = move_toward(velocity.z, 0, speed * mulstep) if not (state_player == StatePlayer.WALK_WATER or state_player == StatePlayer.WALK): velocity.y = move_toward(velocity.y, 0, speed * mulstep) var save_velocity:Vector3 = velocity var collided = move_and_slide() if state_player == StatePlayer.SWIM: if collided == false and level_water <= get_position().y: Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [0] " + str( level_water)) # force always under water (if not collision) var tmp = get_position() tmp.y = level_water set_position(tmp) elif collided == true and get_position().y >= level_water - heigh_underwater_swim: Common.msg_debug("get_position.y:" + str(get_position().y) + " >= [heigh_underwater_swim] " + str( level_water - heigh_underwater_swim)) switch_state(StatePlayer.WALK_WATER) if not is_on_floor(): velocity.y -= gravity * delta elif state_player == StatePlayer.WALK: if collided and is_on_floor() and (input_x != 0.0 or input_y != 0.0) and !$RayCastStep.is_colliding(): var delta_1:Vector3 = get_position_delta() var areawalk = delta_1.x * delta_1.x + delta_1.z * delta_1.z if (areawalk * 10.0 < max_collided_speed) or (is_run and (areawalk * 10.0 < max_collided_speed * DIFF_RUN_WALK )): var jump_step:Vector3 = height_step translate(jump_step) velocity = save_velocity - delta_1 # (save_velocity - delta_1) * MUL_SPEED_STEP move_and_slide() velocity.x = 0.0 velocity.y = -STEP_FORCE velocity.z = 0.0 collided = move_and_slide() else: var delta_1:Vector3 = get_position_delta() var areawalk = (delta_1.x * delta_1.x + delta_1.z * delta_1.z) / speed * mulstep if !is_run and max_collided_speed < areawalk: max_collided_speed = areawalk func enter_underwater(): # function called by Area3D (Water Object) level_water = get_position().y switch_state(StatePlayer.WALK_WATER) func exit_underwater(): # function called by Area3D (Water Object) switch_state(StatePlayer.WALK) func enter_boat(boat:Node3D): print("enter_boat") near_boat = boat print(boat.name) func exit_boat(boat:Node3D): print("exit_boat") if boat == near_boat: near_boat = null func _on_timer_jump_timeout(): jump_disabled = false