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139 lines
4 KiB
GDScript
139 lines
4 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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# 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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# $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 get_my_position() -> Vector3:
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#return $SpringArm3D/Camera3D.get_global_position()
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return self.get_global_position()
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func get_my_rotation() -> Vector3:
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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 $Armature.get_global_rotation()
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func set_my_position(pos:Vector3):
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self.set_global_position(pos)
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func set_my_rotation(rot:Vector3):
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save_rot = rot
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print("Update ->" + str(rot))
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$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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# $AnimationTree.set("parameters/Walk/blend_position", input_vector)
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func get_comment() -> String:
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return str(save_rot) + \
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" -> " + str($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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#
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func _process(_delta):
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if ! $PlayerNetworkingComponent.is_local_authority():
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if get_my_rotation() != save_rot:
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print("Ohhhhhh : " + str( get_my_rotation()) + " != " + str(save_rot))
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print("Ohhhhhh")
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else:
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print("Superrrr")
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# $Armature.set_global_rotation(save_rot)
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