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https://port.numenaute.org/aleajactaest/bazar_alea.git
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188 lines
5.6 KiB
GDScript
188 lines
5.6 KiB
GDScript
extends CharacterBody3D
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@export var speed = 5.0
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@export var jump_velocity = 4.5
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var camrot_h:float = 0.0
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var camrot_v:float = 0.0
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@export var h_acceleration:float = 10.0
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@export var v_acceleration:float = 10.0
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@export var h_sensitivity:float = 0.5
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@export var v_sensitivity:float = 0.5
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#var save_rot:Vector3
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#var tick:int = 0
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#var jump:Vector3 = Vector3(0.0, 0.0, 0.0)
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#var tickjump: int = 0
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@export var otherplayer:bool = true:
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get:
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return otherplayer
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set(value):
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otherplayer = value
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func set_otherplayer(value:bool):
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otherplayer = value
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#
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#func _set(property:String, value) -> bool:
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# if property == "position":
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# print("changed position ",value)
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# return false
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func _ready():
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$SpringArm3D/Camera3D.set_current(false)
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set_process(false)
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$CharacterMovementComponent.start_jump.connect(_on_start_jump)
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# $CameraComponent.set_process(false)
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# $PlayerController.set_process(false)
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# $PlayerNetworkingComponent.set_process(false)
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# $CharacterMovementComponent.set_process(false)
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# $TargetingComponent.set_process(false)
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# $CombatSystem.set_process(false)
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# $AttributesManager.set_process(false)
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# $AttributesManager/HealthAttribute.set_process(false)
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# $AttributesManager/StaminaAttribute.set_process(false)
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#$PlayerGameplayComponent.update_animations()
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func _on_start_jump(vertical_velocity:Vector3):
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$PlayerNetworkingComponent.start_jump(vertical_velocity)
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func get_my_position() -> Vector3:
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return $PlayerNetworkingComponent.get_my_position()
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#return self.get_global_position()
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func get_my_rotation() -> Vector3:
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return $PlayerNetworkingComponent.get_my_rotation()
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#return $SpringArm3D/Camera3D.get_global_rotation()
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#return $Armature/Skeleton3D.get_global_rotation()
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#print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation())
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#return $Armature.get_global_rotation()
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func is_jump() -> bool:
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#return jump != Vector3( 0.0, 0.0, 0.0)
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return $PlayerNetworkingComponent.is_jump()
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func get_jump() -> Vector3:
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# var ret:Vector3 = jump
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# jump = Vector3(0.0, 0.0, 0.0)
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# return ret
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return $PlayerNetworkingComponent.get_jump()
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func get_tickjump() -> int:
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# return tickjump
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return $PlayerNetworkingComponent.get_tickjump()
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func set_first_position_player(ctick:int, pos:Vector3, rot:Vector3):
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# set_my_position(pos)
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# set_my_rotation(rot)
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$PlayerNetworkingComponent.set_first_position_player(ctick, pos, rot)
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func update_player(ctick:int, pos:Vector3, rot:Vector3, extra:int, ctickjump:int, vel:Vector3):
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$PlayerNetworkingComponent.update_player(ctick, pos, rot, extra, ctickjump, vel)
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# #print(tick, " - ", ctick)
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# if tick != ctick:
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# #set_my_rotation(rot)
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# print("extra:", extra, " ctickjump:", ctickjump, " tickjump:", tickjump)
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# if extra & 1:
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# set_my_position_onlyground(pos)
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# if tickjump == ctickjump:
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# print("Already Jump")
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# return
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# tickjump = ctickjump - 1
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# $CharacterMovementComponent.jump()
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# print("Go Jump")
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# elif tickjump == 0 or $GroundCheck.is_colliding():
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# print("No Jump")
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# tickjump = 0
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# set_my_position(pos)
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# set_my_rotation(rot)
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# else:
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# #set_my_position_onlyground(pos)
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# print("Always Jump")
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# tick = ctick
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#
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#func set_my_position(pos:Vector3):
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# self.set_global_position(pos)
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#
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#
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#func set_my_position_onlyground(pos:Vector3):
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# var newpos:Vector3 = Vector3(pos.x, self.get_global_position().y ,pos.z)
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# self.set_global_position(newpos)
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#
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#func set_my_rotation(rot:Vector3):
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# save_rot = rot
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# print("Update ->" + str(rot), " ", $Armature.get_global_rotation())
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# $Armature.set_global_rotation(rot)
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# #$CharacterMovementComponent.input_direction = rot
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# pass
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func set_current_camera() -> void:
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$SpringArm3D/Camera3D.set_current(true)
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func set_id(value:int) -> void:
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$PlayerNetworkingComponent.set_id(value)
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func set_activate() -> void:
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#$AnimationTree.set_active(true)
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#$AnimationTree.set("parameters/Transition/transition_request","Idle")
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set_process(true)
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#func set_animation_tree_blend_positions(input_vector: Vector2) -> void:
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# #print("Blend Position: ", input_vector)
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# $AnimationTree.set("parameters/Idle/blend_position", input_vector)
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# $AnimationTree.set("parameters/Walk/blend_position", input_vector)
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func get_comment() -> String:
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return $PlayerNetworkingComponent.get_comment() + \
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" -> " + str($PlayerNetworkingComponent.is_local_authority()) + \
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" -> " + str($CharacterMovementComponent.input_direction)
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func get_animation() -> String:
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return $AnimationTree.get("parameters/Transition/current_state") + \
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", " + str($AnimationTree.get("parameters/InAir/blend_amount"))
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# return $AnimationTree.get("parameters/Transition/current_state") + \
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# ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \
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# ", active:" + str($AnimationTree.is_active()) + \
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# ", " + str($AnimationPlayer.get_current_animation()) + \
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# ", " + str($AnimationPlayer.get_current_animation_position()) + \
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# ", " + str($AnimationPlayer.get_autoplay()) + \
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# ", playing:" + str($AnimationPlayer.is_playing()) + \
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# ", " + str($AnimationTree.get("parameters/Transition/current_state")) + \
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# ", " + str($AnimationTree.get("parameters/Transition/current_index"))
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func get_gait() -> String:
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return Global.GAIT.keys()[$CharacterMovementComponent.gait]
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func get_stance() -> String:
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return Global.STANCE.keys()[$CharacterMovementComponent.stance]
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func get_rotation_mode() -> String:
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return Global.ROTATION_MODE.keys()[$CharacterMovementComponent.rotation_mode]
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func get_movement_state() -> String:
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return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]
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