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@ -2,24 +2,34 @@ class_name Player |
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extends CharacterBody3D |
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extends CharacterBody3D |
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@export var acceleration: float = 10.0 |
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@export var crouch_height: float = 0.95 |
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@export var crouch_speed: float = 3.0 |
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@export var jump_velocity: float = 4.5 |
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@export var jump_velocity: float = 4.5 |
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@export var mouse_sensitivity_horizontal: float = 0.002 |
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@export var mouse_sensitivity_horizontal: float = 0.002 |
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@export var mouse_sensitivity_vertical: float = 0.002 |
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@export var mouse_sensitivity_vertical: float = 0.002 |
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@export var walk_speed: float = 5.0 |
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@export var walk_speed: float = 5.0 |
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@export var run_speed: float = 7.5 |
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@export var run_speed: float = 8 |
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@onready var camera: Camera3D = $Camera |
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@onready var camera: Camera3D = $Camera |
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@onready var ray_cast: RayCast3D = $RayCast3D |
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@onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding |
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@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching |
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@onready var ray_cast_look: RayCast3D = $RayCastLook |
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@onready var ray_cast_crouch: RayCast3D = $RayCastCrouch |
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var current_speed: float = 0 |
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var is_crouching: bool = false |
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var is_running: bool = false |
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var is_running: bool = false |
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func _physics_process(delta: float) -> void: |
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func _physics_process(delta: float) -> void: |
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is_crouching = Input.is_action_pressed("crouch") |
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apply_gravity(delta) |
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apply_gravity(delta) |
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handle_jump() |
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handle_jump() |
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handle_running() |
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handle_running() |
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handle_movement() |
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handle_movement() |
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handle_crouching(delta) |
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move_and_slide() |
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move_and_slide() |
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@ -32,6 +42,21 @@ func apply_gravity(delta: float) -> void: |
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if is_on_floor(): return |
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if is_on_floor(): return |
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velocity += get_gravity() * delta |
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velocity += get_gravity() * delta |
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## It's not generally recommended to modify the shape/size of a collision shape during runtime. |
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## For this reason, we have 2 collision shapes, with 1 disabled at all times |
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## along with the changing the height of the camera (using lerp for smoother movement) |
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func handle_crouching(delta: float) -> void: |
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if is_crouching: |
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collision_shape_crouching.disabled = false |
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collision_shape_standing.disabled = true |
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camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, acceleration * delta) |
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elif !ray_cast_crouch.is_colliding(): |
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collision_shape_crouching.disabled = true |
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collision_shape_standing.disabled = false |
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camera.transform.origin.y = lerp(camera.transform.origin.y, 1.8, acceleration * delta) |
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else: |
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pass # Continue crouching until nothing overhead |
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func handle_jump() -> void: |
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func handle_jump() -> void: |
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if not Input.is_action_just_pressed("jump"): return |
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if not Input.is_action_just_pressed("jump"): return |
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if not is_on_floor(): return |
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if not is_on_floor(): return |
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@ -41,20 +66,19 @@ func handle_mouse_look(event: InputEvent) -> void: |
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rotation.y = rotation.y - event.relative.x * mouse_sensitivity_horizontal |
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rotation.y = rotation.y - event.relative.x * mouse_sensitivity_horizontal |
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camera.rotation.x = camera.rotation.x - event.relative.y * mouse_sensitivity_vertical |
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camera.rotation.x = camera.rotation.x - event.relative.y * mouse_sensitivity_vertical |
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90)) |
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90)) |
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ray_cast.rotation.x = camera.rotation.x |
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ray_cast_look.rotation.x = camera.rotation.x |
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func handle_movement() -> void: |
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func handle_movement() -> void: |
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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var speed: float = run_speed if is_running else walk_speed |
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set_movement_speed() |
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if direction: |
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if direction: |
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velocity.x = direction.x * speed |
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velocity.z = direction.z * speed |
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velocity.x = direction.x * current_speed |
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velocity.z = direction.z * current_speed |
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else: |
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else: |
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velocity.x = move_toward(velocity.x, 0, speed) |
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velocity.z = move_toward(velocity.z, 0, speed) |
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velocity.x = move_toward(velocity.x, 0, current_speed) |
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velocity.z = move_toward(velocity.z, 0, current_speed) |
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## Determine if should be running. This needs to run prior to handle_movement(). |
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## Determine if should be running. This needs to run prior to handle_movement(). |
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## Running is disabled when:[br] |
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## Running is disabled when:[br] |
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@ -67,3 +91,11 @@ func handle_running() -> void: |
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is_running = false |
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is_running = false |
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if velocity == Vector3.ZERO: |
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if velocity == Vector3.ZERO: |
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is_running = false |
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is_running = false |
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func set_movement_speed() -> void: |
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if is_crouching: |
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current_speed = crouch_speed |
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elif is_running: |
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current_speed = run_speed |
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else: |
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current_speed = walk_speed |