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@ -2,103 +2,116 @@ class_name Player |
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extends CharacterBody3D |
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@export var camera_acceleration: float = 10.0 |
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@export var crouch_height: float = 0.95 ## Camera and RayCast height |
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@export var camera_acceleration: float = 10.0 ## The acceleration used when lerping the camera position when crouching and standing |
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@export var crouch_height: float = 0.8 ## This should be where the head/camera would be located |
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@export var jump_count: int = 1 ## Number of jumps, reset when on the floor |
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@export var gravity: float = 9.8 |
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@export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity |
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@export var standing_height: float = 1.8 ## This should be where the head/camera would be located |
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@export_group("Movement") |
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@export var acceleration: float = 10.0 |
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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 mouse_sensitivity_horizontal: float = 0.002 |
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@export var mouse_sensitivity_vertical: float = 0.002 |
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@export var run_speed: float = 8 |
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@export var standing_height: float = 1.8 ## Camera and RayCast height |
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@export var sprint_speed: float = 8.0 |
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@export var sprint_toggle: bool = false ## Enables toggle sprint instead of hold. When enabled, sprinting will also be disabled when velocity is zero |
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@export var walk_speed: float = 5.0 |
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@onready var camera: Camera3D = $Camera |
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@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching |
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@onready var head: Node3D = $Head |
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@onready var collision_shape_standing: CollisionShape3D = $CollisionShapeStanding |
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@onready var ray_cast_look: RayCast3D = $RayCastLook |
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@onready var collision_shape_crouching: CollisionShape3D = $CollisionShapeCrouching |
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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 current_jump_count: int = 0 |
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var current_speed: float = walk_speed |
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var direction: Vector3 = Vector3.ZERO |
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var is_crouching: 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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is_crouching = Input.is_action_pressed("crouch") |
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apply_gravity(delta) |
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handle_jumping() |
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set_is_running() |
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handle_movement() |
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handle_crouching(delta) |
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var is_sprinting: bool = false |
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move_and_slide() |
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func _unhandled_input(event: InputEvent) -> void: |
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func _input(event: InputEvent) -> void: |
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if event is InputEventMouseMotion: |
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handle_mouse_look(event) |
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_handle_mouse_movement(event.relative) |
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func apply_gravity(delta: float) -> void: |
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if is_on_floor(): return |
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velocity += get_gravity() * delta |
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func _physics_process(delta: float) -> void: |
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is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding() |
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_set_is_sprinting() |
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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, camera_acceleration * delta) |
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ray_cast_look.transform.origin.y = crouch_height |
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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, standing_height, camera_acceleration * delta) |
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ray_cast_look.transform.origin.y = standing_height |
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else: |
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pass # Continue crouching until nothing overhead |
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_apply_gravity(delta) |
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_handle_jumping() |
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func handle_jumping() -> void: |
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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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velocity.y = jump_velocity |
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_set_current_speed() |
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_set_direction(delta) |
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_handle_movement(delta) |
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_handle_crouching(delta) |
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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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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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ray_cast_look.rotation.x = camera.rotation.x |
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move_and_slide() |
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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 direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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set_movement_speed() |
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func _apply_gravity(delta: float) -> void: |
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if is_on_floor(): return |
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velocity.y -= gravity * delta |
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## Toggle the crouching and standing collision shapes[br] |
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## Set the head height to the crouching or standing height |
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func _handle_crouching(delta: float) -> void: |
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collision_shape_crouching.disabled = !is_crouching |
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collision_shape_standing.disabled = is_crouching |
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var height: float = crouch_height if is_crouching else standing_height |
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head.position.y = lerp(head.position.y, height, camera_acceleration * delta) |
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func _handle_jumping() -> void: |
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if is_on_floor(): |
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current_jump_count = 0 |
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if not is_on_floor() and current_jump_count >= jump_count: |
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return |
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elif Input.is_action_just_pressed("jump"): |
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current_jump_count += 1 |
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velocity.y = jump_velocity |
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## Rotate the player and head to follow mouse movement |
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func _handle_mouse_movement(mouse_position: Vector2) -> void: |
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rotate_y(deg_to_rad(-mouse_position.x * mouse_sensitivity.x)) # Rotate player horizontally |
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head.rotate_x(deg_to_rad(-mouse_position.y * mouse_sensitivity.y)) # Rotate head vertically |
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head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(90)) |
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func _handle_movement(delta: float) -> void: |
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if direction: |
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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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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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## Running is disabled when:[br] |
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## 1. The `run` input is pressed (ie toggled)[br] |
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## 2. Is no longer moving |
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func set_is_running() -> void: |
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if Input.is_action_just_pressed("run") and not is_running: |
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is_running = true |
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elif Input.is_action_just_pressed("run") and is_running: |
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is_running = false |
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if velocity == Vector3.ZERO: |
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is_running = false |
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func set_movement_speed() -> void: |
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if is_crouching or ray_cast_crouch.is_colliding(): |
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velocity.x = move_toward(velocity.x, 0, current_speed * delta) |
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velocity.z = move_toward(velocity.z, 0, current_speed * delta) |
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func _set_current_speed() -> void: |
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if !is_on_floor(): return # Keep speed in air |
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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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elif is_sprinting: |
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current_speed = sprint_speed |
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else: |
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current_speed = walk_speed |
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func _set_direction(delta: float) -> void: |
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
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direction = lerp( |
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direction, |
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(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized(), |
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acceleration * delta |
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) |
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func _set_is_sprinting() -> void: |
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if is_crouching: |
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is_sprinting = false |
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elif sprint_toggle: |
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if Input.is_action_just_pressed("run") and not is_sprinting: |
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is_sprinting = true # Toggled sprint on |
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elif Input.is_action_just_pressed("run") and is_sprinting: |
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is_sprinting = false # Toggled sprint off |
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elif velocity == Vector3.ZERO: |
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is_sprinting = false |
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else: |
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is_sprinting = Input.is_action_pressed("run") |