317 lines
9.2 KiB
GDScript
317 lines
9.2 KiB
GDScript
extends CharacterBody3D
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# Constant
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const SPEED_WALK_UP = 5.0
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const SPEED_WALK_UP_STRAFE = 3.0
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const SPEED_WALK_STRAFE = 2.5
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const SPEED_WALK_DOWN_STRAFE = 0.6
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const SPEED_WALK_DOWN = 0.8
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const SPEED_RUN_UP = SPEED_WALK_UP * 2.0
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const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * 2.0
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const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * 2.0
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const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * 2.0
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const SPEED_RUN_DOWN = SPEED_WALK_DOWN * 2.0
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const ZOOM_Y = 0.05
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const ZOOM_Z = 0.1
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const ZOOM_STEP = 0.1
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const ZOOM_MIN = 0.2
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const ZOOM_MAX = 3.0
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const SPEED_ROTATE = PI
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const PI_2 = PI / 2.0
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const JUMP_FORCE = 4.5
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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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var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
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# Camera position
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var camera_rotate_y = 0.0
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var camera_rotate_x = 0.0
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# Player position
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var player_rotate_y = 0.0
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#var debug:bool = false
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# Activate reconciliation between camera & player
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var reconciliate_rotate_camera_player:bool = true
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# Player run
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var is_run:bool = false
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var zoom:float = 1.0
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var tps:bool = true
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var animation_object:AnimationPlayer = null
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var anim_idle:String = "CHAR_idle_bored"
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var anim_run:String = "CHAR_run"
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var anim_run_backward:String = "CHAR_run backward"
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var anim_sitting_ground_idle:String = "CHAR_sitting_ground_idle"
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var anim_strafe_left_walk:String = "CHAR_strafe_left_walk"
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var anim_strafe_right_walk:String = "CHAR_strafe_right_walk"
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var anim_walk:String = "CHAR_walk"
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var anim_walk_backward:String = "CHAR_walk_backward"
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var current_anim:String = anim_idle
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func search_animation( obj:Node , root:String = "/") -> bool:
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var ret:bool = false
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for i in obj.get_children():
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print("DEBUG - search_animation: " + root + String(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 + String(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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func print_list_animation():
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for key in animation_object.get_animation_list():
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print('Anim detected: ', key)
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func switch_animation(name:String):
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#print(">", name)
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if name != current_anim and animation_object.has_animation(name):
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current_anim = name
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animation_object.play( name )
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animation_object.connect("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name))
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func _on_AnimationPlayer_animation_finished(name:String):
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print("End animation: " , name)
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func _init():
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pass
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func _ready():
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# Place the mouse at the center of the screen
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get_viewport().warp_mouse(starting_point)
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search_animation($Mesh/character, "/")
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print_list_animation()
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func _input(event):
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# Managed zoom (FPS or TPS)
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if Input.is_action_pressed("camera_zoom_in"):
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if tps:
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if zoom > ZOOM_MIN:
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zoom -= ZOOM_STEP
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var zoom3D:Vector3 = Vector3(0.0, -ZOOM_Y, -ZOOM_Z)
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
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if zoom < ZOOM_MIN:
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$camera_root/Camera3D_FPS.make_current()
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tps = false
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reconciliate_rotate_camera_player = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
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camera_rotate_y = player_rotate_y
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elif Input.is_action_pressed("camera_zoom_out"):
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if not tps:
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# Reposition camera TPS back to player
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# $camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
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# camera_rotate_y = player_rotate_y
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reconciliate_rotate_camera_player = true
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tps = true
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zoom += ZOOM_STEP
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
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if zoom >= ZOOM_MAX:
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zoom = ZOOM_MAX
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else:
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var zoom3D:Vector3 = Vector3(0.0, ZOOM_Y, ZOOM_Z)
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# and rotate vertically
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if tps:
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if Input.is_action_just_pressed ( "ui_strafe" ):
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reconciliate_rotate_camera_player = false
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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elif Input.is_action_just_released ( "ui_strafe" ):
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reconciliate_rotate_camera_player = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.is_action_just_pressed( "move_run" ):
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is_run = true
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elif Input.is_action_just_released( "move_run" ):
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is_run = false
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# if Input.is_action_just_released("ui_cut"):
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# print("debug on")
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# debug = true
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# if Input.is_action_just_released("ui_copy"):
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# print("debug off")
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# debug = false
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if Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion:
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if tps:
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camera_rotate_y -= event.relative.x *0.01
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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( -event.relative.x *0.01 )
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
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camera_rotate_x = new_camera_rotate_x
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else:
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player_rotate_y += event.relative.x *0.01
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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( -event.relative.x *0.01 )
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func _physics_process(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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# 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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elif Input.is_action_pressed("ui_down"):
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input_y = -1.0
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move_down = 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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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
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motion_velocity.z = direction.z * speed
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, speed)
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motion_velocity.z = move_toward(motion_velocity.z, 0, speed)
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move_and_slide()
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func _process( delta ):
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# if debug:
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# print(reconciliate_rotate_camera_player, ", ", camera_rotate_y,", ", player_rotate_y)
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if reconciliate_rotate_camera_player:
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var diff = camera_rotate_y - player_rotate_y
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if diff > PI:
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diff = camera_rotate_y - player_rotate_y - TAU
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elif diff < -PI:
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diff = camera_rotate_y - player_rotate_y + TAU
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var absdiff = diff
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if absdiff < 0.0:
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absdiff = -absdiff
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if absdiff <= 0.5 * delta:
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rotate_y( diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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player_rotate_y = camera_rotate_y
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else:
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if diff >= 0.0:
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diff = delta * SPEED_ROTATE
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else:
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diff = -delta * SPEED_ROTATE
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rotate_y( diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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player_rotate_y += diff
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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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