1188 lines
40 KiB
GDScript
1188 lines
40 KiB
GDScript
extends CharacterBody3D
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signal switch_to_ship
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enum StatePlayer {NONE = 0, FLY = 1, SWIM = 2, WALK = 3, WALK_WATER=4}
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enum AnimationSelected {IDLE = 0, RUN = 1, RUN_BACKWARD = 2, SITTING_GROUND_IDLE = 3,
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STRAFE_LEFT_WALK = 4, STRAFE_RIGHT_WALK = 5,
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WALK = 6, WALK_BACKWARD = 7}
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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 DIFF_RUN_WALK = 2.0
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const SPEED_RUN_UP = SPEED_WALK_UP * DIFF_RUN_WALK
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const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * DIFF_RUN_WALK
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const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * DIFF_RUN_WALK
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const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * DIFF_RUN_WALK
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const SPEED_RUN_DOWN = SPEED_WALK_DOWN * DIFF_RUN_WALK
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const ZOOM_STEP_Y = 0.05
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const ZOOM_STEP_Z = 0.1
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const ZOOM_MIN_Z = 0.2
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const ZOOM_MAX_Z = 3.0
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const ZOOM_DEFAULT = 1.0
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const CAMERA_TPS_ROTATE_STEP_X = 0.5
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const CAMERA_TPS_ROTATE_STEP_Y = 1.0
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const CAMERA_FPS_ROTATE_STEP_X = 10.0
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const CAMERA_FPS_ROTATE_STEP_Y = 10.0
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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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const STEP_FORCE = 50.0
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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 = 1.0
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const FACTOR_WALK_WATER = 0.3
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const FACTOR_FLY = 2.0
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const FACTOR_SWIM = 0.4
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const MUL_SPEED_STEP = 0.2
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const SPEED_COLLIDED = 0.0001
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const MOVE_CAMERA_Y_STEP = 0.8
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const MOVE_CAMERA_Y_MIN = -2.0
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const MOVE_CAMERA_Y_MAX = 2.0
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const MOVE_CAMERA_Y_OFFSET = 0.01
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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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var camera_position_y = 0.0
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# Player position
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var player_rotate_y = 0.0
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var player_rotate_x = 0.0
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# Activate reconciliation between camera & player
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var reconciliate_rotate_camera_player:bool = false
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var move_camera_back_player:bool = false
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# Player run
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var is_run:bool = false
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var zoom:float = ZOOM_DEFAULT
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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 anim_fly_idle:String = "CHAR_fly"
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var anim_fly_run:String = "CHAR_fly"
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var anim_fly_run_backward:String = "CHAR_fly"
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var anim_fly_sitting_ground_idle:String = "CHAR_fly_idle"
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var anim_fly_strafe_left_walk:String = "CHAR_fly"
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var anim_fly_strafe_right_walk:String = "CHAR_fly"
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var anim_fly_walk:String = "CHAR_fly"
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var anim_fly_walk_backward:String = "CHAR_fly"
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var anim_swim_idle:String = "CHAR_swim_idle"
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var anim_swim_run:String = "CHAR_swim_slow"
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var anim_swim_run_backward:String = "CHAR_swim_idle"
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var anim_swim_sitting_ground_idle:String = "CHAR_swim_idle"
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var anim_swim_strafe_left_walk:String = "CHAR_swim_idle"
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var anim_swim_strafe_right_walk:String = "CHAR_swim_idle"
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var anim_swim_walk:String = "CHAR_swim_slow"
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var anim_swim_walk_backward:String = "CHAR_swim_idle"
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var ANIM_WALK = [anim_idle,
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anim_run,
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anim_run_backward,
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anim_sitting_ground_idle,
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anim_strafe_left_walk,
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anim_strafe_right_walk,
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anim_walk,
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anim_walk_backward
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]
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var ANIM_FLY = [anim_fly_idle,
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anim_fly_run,
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anim_fly_run_backward,
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anim_fly_sitting_ground_idle,
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anim_fly_strafe_left_walk,
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anim_fly_strafe_right_walk,
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anim_fly_walk,
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anim_fly_walk_backward
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]
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var ANIM_SWIM = [anim_swim_idle,
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anim_swim_run,
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anim_swim_run_backward,
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anim_swim_sitting_ground_idle,
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anim_swim_strafe_left_walk,
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anim_swim_strafe_right_walk,
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anim_swim_walk,
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anim_swim_walk_backward
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]
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var current_anim:String = anim_idle
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var player_sit:bool = false
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var player_automove:bool = false
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var state_player:StatePlayer = StatePlayer.WALK
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var animation_selected:AnimationSelected = AnimationSelected.IDLE
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var current_state:StatePlayer = StatePlayer.NONE
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var current_animation_selected:AnimationSelected = AnimationSelected.IDLE
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var level_water:float
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var heigh_underwater_swim = 0.4
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var heigh_underwater_walk = 1.0
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var stop_move:bool = false
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var max_collided_speed = 0.0
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@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
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@onready var height_step:Vector3 = $RayCastStep.get_position() - $RayCastGround.get_position()
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var on_ship:bool = false
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var near_boat:Node3D = null
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var jump_disabled:bool = false
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# Use to calculate collision for camera
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var distance_cam:float = 0.0
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var angle_rotate_camera_x:float = sin(CAMERA_TPS_ROTATE_STEP_X)
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# Action InProgress
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var is_camera_move_up:bool = false
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var is_camera_move_down:bool = false
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var is_camera_move_left:bool = false
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var is_camera_move_right:bool = false
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var offset_camera_target:float =0.0
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var offset_camera_current:float =0.0
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var offset_camera_walk:float = 0.0
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var offset_camera_fly:float = 0.0
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var offset_camera_swim:float = 0.0
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var save_enabled:bool = false
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var save_tps:bool = true
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var save_camera_rotate_x:float
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var save_camera_rotate_y:float
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var save_camera_position_y:float
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var save_zoom:float
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func save_position_camera():
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#Common.msg_debug("Save pos camera")
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save_tps = tps
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save_camera_rotate_x = camera_rotate_x
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save_camera_rotate_y = camera_rotate_y
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save_zoom = zoom
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save_camera_position_y = camera_position_y
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save_enabled = true
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func restore_position_camera():
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if ! save_enabled:
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return
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if save_tps:
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restore_camera_tps()
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else:
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switch_camera_fps()
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save_enabled = false
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func restore_camera_tps():
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#Common.msg_debug("restore_camera_tps")
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tps = true
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reconciliate_rotate_camera_player = false
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# Recover rotate Y
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$camera_root/horizontal_root.rotate_y( save_camera_rotate_y - camera_rotate_y )
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camera_rotate_y = save_camera_rotate_y
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# Recover rotate X
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$camera_root/horizontal_root/vertical_root.rotate_x( save_camera_rotate_x - camera_rotate_x )
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camera_rotate_x = save_camera_rotate_x
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# Recover zoom
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var zoomorign = save_zoom
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var curzoom = save_zoom - ZOOM_MIN_Z
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var fac = curzoom / ZOOM_STEP_Z
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var zoom3D:Vector3 = Vector3(0.0, -fac * ZOOM_STEP_Y, -curzoom)
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zoom = ZOOM_MIN_Z
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
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# Position Camera on Y
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var pos:Vector3 = $camera_root.get_position()
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pos.y -= camera_position_y - save_camera_position_y
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$camera_root.set_position( pos )
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camera_position_y = save_camera_position_y
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# Move slowly the camera to detect collision (and stop camera)
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
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var last_zoom = 0.0
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while zoom < zoomorign and zoom != last_zoom:
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last_zoom = zoom
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camera_zoom_out()
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func switch_state(new_state):
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if state_player == 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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Common.msg_debug("switch camera WALK (WALK_WATER)")
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camera_fps.rotate_x( -player_rotate_x )
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player_rotate_x = 0
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if get_viewport().get_camera_3d() == camera_fps:
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camera_fps = $camera_root/Camera3D_FPS_WALK
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camera_fps.make_current()
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tps = false
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else:
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camera_fps = $camera_root/Camera3D_FPS_WALK
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$CollisionWalk.disabled = false
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$CollisionFly.disabled = true
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$CollisionSwim.disabled = true
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offset_camera_target = offset_camera_walk
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StatePlayer.WALK:
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Common.msg_debug("switch camera WALK")
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camera_fps.rotate_x( -player_rotate_x )
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player_rotate_x = 0
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if get_viewport().get_camera_3d() == camera_fps:
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camera_fps = $camera_root/Camera3D_FPS_WALK
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camera_fps.make_current()
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tps = false
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else:
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camera_fps = $camera_root/Camera3D_FPS_WALK
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$CollisionWalk.disabled = false
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$CollisionFly.disabled = true
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$CollisionSwim.disabled = true
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offset_camera_target = offset_camera_walk
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StatePlayer.FLY:
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Common.msg_debug("switch camera FLY")
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camera_fps.rotate_x( -player_rotate_x )
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player_rotate_x = 0
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if get_viewport().get_camera_3d() == camera_fps:
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camera_fps = $camera_root/Camera3D_FPS_FLY
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camera_fps.make_current()
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tps = false
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else:
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camera_fps = $camera_root/Camera3D_FPS_FLY
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$CollisionWalk.disabled = true
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$CollisionFly.disabled = false
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$CollisionSwim.disabled = true
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offset_camera_target = offset_camera_fly
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StatePlayer.SWIM:
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Common.msg_debug("switch camera SWIM")
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camera_fps.rotate_x( -player_rotate_x )
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player_rotate_x = 0
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if get_viewport().get_camera_3d() == camera_fps:
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camera_fps = $camera_root/Camera3D_FPS_SWIM
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camera_fps.make_current()
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tps = false
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else:
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camera_fps = $camera_root/Camera3D_FPS_SWIM
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$CollisionWalk.disabled = true
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$CollisionFly.disabled = true
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$CollisionSwim.disabled = false
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offset_camera_target = offset_camera_swim
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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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if not animation_object.is_connected("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name)):
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animation_object.connect("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name))
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func select_animation(animation:AnimationSelected):
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if current_state != StatePlayer.NONE:
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if current_state == state_player and current_animation_selected == animation:
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return
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current_state = state_player
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current_animation_selected = animation
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match current_state:
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StatePlayer.WALK_WATER:
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switch_animation(ANIM_WALK[current_animation_selected])
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StatePlayer.WALK:
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switch_animation(ANIM_WALK[current_animation_selected])
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StatePlayer.FLY:
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switch_animation(ANIM_FLY[current_animation_selected])
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StatePlayer.SWIM:
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switch_animation(ANIM_SWIM[current_animation_selected])
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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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print("wall_min_slide_angle: ", get_wall_min_slide_angle())
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print("get_floor_max_angle: ", get_floor_max_angle())
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print("get_floor_snap_length: ", get_floor_snap_length())
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# set_wall_min_slide_angle(1.0)
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#set_floor_max_angle(4.0)
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# set_floor_snap_length(0.4)
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pass
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func offset_y(obj1:Node3D, obj2:Node3D):
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return obj2.get_global_transform().origin.y - obj1.get_global_transform().origin.y
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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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#$RayCastGround.rotate_x( -get_floor_max_angle() )
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search_animation($Mesh/character, "/")
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print_list_animation()
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switch_state(StatePlayer.WALK)
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offset_camera_fly = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_FLY)
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offset_camera_swim = offset_y($camera_root/Camera3D_FPS_WALK, $camera_root/Camera3D_FPS_SWIM)
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Common.msg_debug("offset_camera_fly: " + str(offset_camera_fly))
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Common.msg_debug("offset_camera_swim: " + str(offset_camera_swim))
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heigh_underwater_walk = $Water_Walk_Max_Level.get_global_transform().origin.y
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Common.msg_debug("heigh_underwater_walk: " + str(heigh_underwater_walk))
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heigh_underwater_swim = $Water_Swim_Max_Level.get_global_transform().origin.y
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Common.msg_debug("heigh_underwater_swim: " + str(heigh_underwater_swim))
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# var obj1 = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseUp.get_global_transform().origin
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# var obj2 = $camera_root.get_global_transform().origin
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# distance_cam = obj2.distance_to(obj1)
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# Common.msg_debug("distance: " + str(distance_cam))
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# Common.msg_debug(str(sin(CAMERA_TPS_ROTATE_STEP_X)))
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# update_collision_exception()
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func update_collision(target:RayCast3D, obj:Node3D):
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Common.msg_debug("child:" + str(obj))
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target.add_exception(obj)
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for child in obj.get_children():
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if child is Node3D:
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update_collision(target, child)
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func update_collision_exception():
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var target:RayCast3D = $camera_root/horizontal_root/vertical_root/Camera3D_TPS/MouseColl
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target.clear_exceptions()
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target.add_exception($CollisionWalk)
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update_collision(target, $Mesh)
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target.force_raycast_update()
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# target.add_exception($Mesh)
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# for child in $Mesh.get_children():
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# Common.msg_debug("child:" + str(child))
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# target.add_exception(child)
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func get_distance(obj1: Node3D, obj2: Node3D) -> float:
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return obj1.get_global_transform().origin.distance_to(obj2.get_global_transform().origin)
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func get_distance_vector(obj1: Vector3, obj2: Vector3) -> float:
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return obj1.distance_to(obj2)
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func _input(event):
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if Input.is_action_just_pressed("INPUT_VIEW_BACK_ONLY_PRESSED", true):
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save_position_camera()
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switch_camera_tps_back()
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elif Input.is_action_just_released("INPUT_VIEW_BACK_ONLY_PRESSED", true):
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restore_position_camera()
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if tps:
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if Input.is_action_pressed("INPUT_VIEW_FRONT", true) and tps:
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# Move camera position on front
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switch_camera_tps_front()
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elif Input.is_action_pressed("INPUT_VIEW_BACK", true) and tps:
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# Move camera position on back
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switch_camera_tps_back()
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if Input.is_action_pressed("INPUT_VIEW_ZOOM_IN", true):
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camera_zoom_in()
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elif Input.is_action_pressed("INPUT_VIEW_ZOOM_OUT", true):
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camera_zoom_out()
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if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_FPS_TPS", true):
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switch_camera_fps()
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if Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
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# Mouse Button Right (start)
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pass
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elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW"):
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# Mouse Button Right (stop)
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pass
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elif Input.is_action_just_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"):
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# Mouse Button Left (start)
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pass
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elif Input.is_action_just_released("INPUT_VIEW_CAMERA_MOVE_ONLY"):
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# Mouse Button Left (stop)
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pass
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elif Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY"):
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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():
|
|
#Common.msg_debug("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():
|
|
#Common.msg_debug("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
|