mirror of
https://port.numenaute.org/aleajactaest/bazar_alea.git
synced 2024-11-09 16:59:02 +00:00
139 lines
4 KiB
GDScript
139 lines
4 KiB
GDScript
extends CharacterBody3D
|
|
|
|
|
|
@export var speed = 5.0
|
|
@export var jump_velocity = 4.5
|
|
|
|
var camrot_h:float = 0.0
|
|
var camrot_v:float = 0.0
|
|
@export var h_acceleration:float = 10.0
|
|
@export var v_acceleration:float = 10.0
|
|
@export var h_sensitivity:float = 0.5
|
|
@export var v_sensitivity:float = 0.5
|
|
|
|
var save_rot:Vector3
|
|
|
|
|
|
# Get the gravity from the project settings to be synced with RigidBody nodes.
|
|
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
|
@export var otherplayer:bool = true:
|
|
get:
|
|
return otherplayer
|
|
set(value):
|
|
otherplayer = value
|
|
|
|
|
|
func set_otherplayer(value:bool):
|
|
otherplayer = value
|
|
|
|
#
|
|
#func _set(property:String, value) -> bool:
|
|
# if property == "position":
|
|
# print("changed position ",value)
|
|
# return false
|
|
|
|
|
|
func _ready():
|
|
$SpringArm3D/Camera3D.set_current(false)
|
|
set_process(false)
|
|
# $CameraComponent.set_process(false)
|
|
# $PlayerController.set_process(false)
|
|
# $PlayerNetworkingComponent.set_process(false)
|
|
# $CharacterMovementComponent.set_process(false)
|
|
# $TargetingComponent.set_process(false)
|
|
# $CombatSystem.set_process(false)
|
|
# $AttributesManager.set_process(false)
|
|
# $AttributesManager/HealthAttribute.set_process(false)
|
|
# $AttributesManager/StaminaAttribute.set_process(false)
|
|
#$PlayerGameplayComponent.update_animations()
|
|
|
|
|
|
|
|
func get_my_position() -> Vector3:
|
|
#return $SpringArm3D/Camera3D.get_global_position()
|
|
return self.get_global_position()
|
|
|
|
|
|
func get_my_rotation() -> Vector3:
|
|
#return $SpringArm3D/Camera3D.get_global_rotation()
|
|
#return $Armature/Skeleton3D.get_global_rotation()
|
|
#print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation())
|
|
return $Armature.get_global_rotation()
|
|
|
|
|
|
func set_my_position(pos:Vector3):
|
|
self.set_global_position(pos)
|
|
|
|
|
|
func set_my_rotation(rot:Vector3):
|
|
save_rot = rot
|
|
print("Update ->" + str(rot))
|
|
$Armature.set_global_rotation(rot)
|
|
#$CharacterMovementComponent.input_direction = rot
|
|
pass
|
|
|
|
|
|
func set_current_camera() -> void:
|
|
$SpringArm3D/Camera3D.set_current(true)
|
|
|
|
|
|
func set_id(value:int) -> void:
|
|
$PlayerNetworkingComponent.set_id(value)
|
|
|
|
|
|
func set_activate() -> void:
|
|
#$AnimationTree.set_active(true)
|
|
#$AnimationTree.set("parameters/Transition/transition_request","Idle")
|
|
set_process(true)
|
|
|
|
|
|
#func set_animation_tree_blend_positions(input_vector: Vector2) -> void:
|
|
# #print("Blend Position: ", input_vector)
|
|
# $AnimationTree.set("parameters/Idle/blend_position", input_vector)
|
|
# $AnimationTree.set("parameters/Walk/blend_position", input_vector)
|
|
|
|
|
|
func get_comment() -> String:
|
|
return str(save_rot) + \
|
|
" -> " + str($PlayerNetworkingComponent.is_local_authority()) + \
|
|
" -> " + str($CharacterMovementComponent.input_direction)
|
|
|
|
|
|
func get_animation() -> String:
|
|
return $AnimationTree.get("parameters/Transition/current_state") + \
|
|
", " + str($AnimationTree.get("parameters/InAir/blend_amount"))
|
|
# return $AnimationTree.get("parameters/Transition/current_state") + \
|
|
# ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \
|
|
# ", active:" + str($AnimationTree.is_active()) + \
|
|
# ", " + str($AnimationPlayer.get_current_animation()) + \
|
|
# ", " + str($AnimationPlayer.get_current_animation_position()) + \
|
|
# ", " + str($AnimationPlayer.get_autoplay()) + \
|
|
# ", playing:" + str($AnimationPlayer.is_playing()) + \
|
|
# ", " + str($AnimationTree.get("parameters/Transition/current_state")) + \
|
|
# ", " + str($AnimationTree.get("parameters/Transition/current_index"))
|
|
|
|
|
|
func get_gait() -> String:
|
|
return Global.GAIT.keys()[$CharacterMovementComponent.gait]
|
|
|
|
|
|
func get_stance() -> String:
|
|
return Global.STANCE.keys()[$CharacterMovementComponent.stance]
|
|
|
|
|
|
func get_rotation_mode() -> String:
|
|
return Global.ROTATION_MODE.keys()[$CharacterMovementComponent.rotation_mode]
|
|
|
|
|
|
func get_movement_state() -> String:
|
|
return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]
|
|
|
|
#
|
|
func _process(_delta):
|
|
if ! $PlayerNetworkingComponent.is_local_authority():
|
|
if get_my_rotation() != save_rot:
|
|
print("Ohhhhhh : " + str( get_my_rotation()) + " != " + str(save_rot))
|
|
print("Ohhhhhh")
|
|
else:
|
|
print("Superrrr")
|
|
# $Armature.set_global_rotation(save_rot)
|