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class_name Player
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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 mouse_sensitivity_horizontal: 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 run_speed: float = 8
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@onready var camera: Camera3D = $Camera
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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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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_jump()
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handle_running()
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handle_movement()
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handle_crouching(delta)
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move_and_slide()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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handle_mouse_look(event)
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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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## 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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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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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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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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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 handle_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:
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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
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