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d1fade919c
| Author | SHA1 | Date | |
|---|---|---|---|
| d1fade919c | |||
| b2eb85fdf1 | |||
| d8138fbe69 | |||
| e54dd191f1 | |||
| aef117bcf9 | |||
| 582b2c43cb |
@ -12,3 +12,10 @@
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- `test1/test1` - Super User
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- `test3/test3` - User
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## Controls
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- Move: WASD
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- Jump: Space
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- Interact (enter/exit car): E
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- Flashlight: F
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- Phone: Tab
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- Pause menu: Esc
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@ -25,6 +25,7 @@ MenuMusic="*res://scenes/UI/menu_music.tscn"
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MenuSfx="*res://scenes/UI/menu_sfx.tscn"
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AuthState="*res://scenes/UI/auth_state.gd"
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CharacterService="*res://scenes/UI/character_service.gd"
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SelectedCharacter="*res://scenes/UI/selected_character.gd"
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[dotnet]
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@ -74,3 +75,8 @@ player_phone={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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interact={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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@ -5,6 +5,7 @@ extends Node3D
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@export var camera_path: NodePath
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@export var look_origin_path: NodePath = NodePath("Body/HeadPivot")
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@export var look_reference_path: NodePath = NodePath("Body")
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@export var look_target_path: NodePath = NodePath("")
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@export var lock_vertical: bool = true
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@export var vertical_unlock_height: float = 0.6
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@export var vertical_lock_smooth_speed: float = 6.0
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@ -29,6 +30,7 @@ var _head_base_rot: Vector3
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var _vertical_lock_factor: float = 1.0
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var _vertical_hold_timer: float = 0.0
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var _look_reference: Node3D
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var _look_target: Node3D
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func _ready() -> void:
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@ -41,6 +43,7 @@ func _ready() -> void:
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_camera = _resolve_camera()
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_look_origin = get_node_or_null(look_origin_path) as Node3D
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_look_reference = get_node_or_null(look_reference_path) as Node3D
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_look_target = get_node_or_null(look_target_path) as Node3D
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_head = get_node_or_null(head_path) as Node3D
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if _head:
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_head_base_rot = _head.rotation
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@ -55,14 +58,20 @@ func _process(_delta: float) -> void:
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func _update_pupils() -> void:
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if _camera == null or not _camera.is_inside_tree():
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_camera = _resolve_camera()
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if _camera == null:
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if _look_target == null and look_target_path != NodePath(""):
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_look_target = get_node_or_null(look_target_path) as Node3D
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if _look_target == null:
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var viewport_cam := get_viewport().get_camera_3d()
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if viewport_cam != null and viewport_cam != _camera:
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_camera = viewport_cam
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elif _camera == null or not _camera.is_inside_tree():
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_camera = _resolve_camera()
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if _look_target == null and _camera == null:
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return
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var origin := _look_origin
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if origin == null:
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origin = self
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var target := _camera.global_position
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var target := _look_target.global_position if _look_target != null else _camera.global_position
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var dir_world := target - origin.global_position
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if dir_world.length_squared() <= 0.0001:
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return
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@ -57,7 +57,12 @@ height = 1.1
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[node name="RepoBot" type="Node3D"]
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script = ExtResource("1_repo_bot")
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[node name="Body" type="StaticBody3D" parent="."]
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[node name="Body" type="RigidBody3D" parent="."]
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mass = 1.5
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axis_lock_angular_x = true
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axis_lock_angular_z = true
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angular_damp = 8.0
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linear_damp = 0.5
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
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@ -7,6 +7,7 @@
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[ext_resource type="Script" uid="uid://b7fopt7sx74g8" path="res://scenes/Levels/menu.gd" id="3_tc7dm"]
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[ext_resource type="PackedScene" path="res://scenes/Characters/repo_bot.tscn" id="4_repo"]
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[ext_resource type="PackedScene" uid="uid://bnqaqbgynoyys" path="res://assets/models/TestCharAnimated.glb" id="5_fi66n"]
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[ext_resource type="PackedScene" path="res://scenes/Vehicles/car.tscn" id="5_car"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_2q6dc"]
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bounce = 0.5
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@ -43,6 +44,7 @@ script = ExtResource("1_a4mo8")
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[node name="RepoBot" parent="." instance=ExtResource("4_repo")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.9426608, 0, -4.4451966)
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look_target_path = NodePath("../Player")
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[node name="Thing" type="RigidBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -3.7986288)
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@ -186,8 +188,8 @@ bones/62/rotation = Quaternion(0.56540585, 0.011310213, -0.008501466, 0.8246915)
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bones/63/position = Vector3(7.93632e-09, 0.1572156, -2.6982683e-10)
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bones/63/rotation = Quaternion(0.28907102, 0.031904068, 0.014082117, 0.9566723)
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bones/64/position = Vector3(7.567915e-10, 0.099999994, -3.2595668e-09)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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shape = SubResource("SphereShape3D_mx8sn")
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[node name="Camera3D" type="Camera3D" parent="Player"]
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@ -197,6 +199,8 @@ fov = 49.0
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[node name="SpotLight3D" type="SpotLight3D" parent="Player"]
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[node name="Car" parent="." instance=ExtResource("5_car")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, -3)
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[node name="Ground" type="StaticBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
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@ -204,6 +208,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
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shape = SubResource("BoxShape3D_2q6dc")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00053596497, 0.0075991154, -0.0019865036)
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mesh = SubResource("BoxMesh_w7c3h")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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15
game/scenes/Levels/location_level.gd
Normal file
15
game/scenes/Levels/location_level.gd
Normal file
@ -0,0 +1,15 @@
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extends Node3D
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@export var tile_size := 4.0
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@export var block_height := 1.0
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@onready var _block: MeshInstance3D = $TerrainBlock
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@onready var _camera: Camera3D = $Camera3D
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func _ready() -> void:
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var coord := SelectedCharacter.get_coord()
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var block_pos := Vector3(coord.x * tile_size, block_height * 0.5, coord.y * tile_size)
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_block.position = block_pos
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_block.scale = Vector3(tile_size, block_height, tile_size)
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if _camera:
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_camera.look_at(block_pos, Vector3.UP)
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1
game/scenes/Levels/location_level.gd.uid
Normal file
1
game/scenes/Levels/location_level.gd.uid
Normal file
@ -0,0 +1 @@
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uid://1fico5npv6dy
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23
game/scenes/Levels/location_level.tscn
Normal file
23
game/scenes/Levels/location_level.tscn
Normal file
@ -0,0 +1,23 @@
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[gd_scene load_steps=4 format=3 uid="uid://b7p7k1i4t0m2l"]
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[ext_resource type="Script" path="res://scenes/Levels/location_level.gd" id="1_6y4q1"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yu2x4"]
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albedo_color = Color(0.2, 0.6, 0.2, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_t2a5k"]
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material = SubResource("StandardMaterial3D_yu2x4")
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[node name="LocationLevel" type="Node3D"]
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script = ExtResource("1_6y4q1")
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[node name="TerrainBlock" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_t2a5k")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.819152, 0.573576, 0, -0.573576, 0.819152, 0, 6, 0)
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shadow_enabled = true
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.92388, 0.382683, 0, -0.382683, 0.92388, 0, 6, 10)
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current = true
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@ -17,10 +17,12 @@ func _input(event):
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func pause_game():
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get_tree().paused = true
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visible = true
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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func resume_game():
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get_tree().paused = false
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visible = false
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _on_quit_button_pressed():
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get_tree().quit()
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@ -30,6 +32,7 @@ func _on_continue_button_pressed():
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func _on_main_menu_button_pressed():
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resume_game()
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_tree().change_scene_to_file(START_SCREEN_SCENE)
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func _register_focus_sounds() -> void:
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@ -97,6 +97,21 @@ func _on_delete_button_pressed() -> void:
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_character_list.remove_item(index)
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_status_label.text = "Character deleted."
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func _on_select_button_pressed() -> void:
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var selected := _character_list.get_selected_items()
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if selected.is_empty():
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_status_label.text = "Select a character first."
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return
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var index := selected[0]
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if index < 0 or index >= _characters.size():
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_status_label.text = "Invalid selection."
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return
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var character: Dictionary = _characters[index]
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SelectedCharacter.set_character(character)
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get_tree().change_scene_to_file("res://scenes/Levels/location_level.tscn")
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func _on_refresh_button_pressed() -> void:
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_load_characters()
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@ -92,6 +92,13 @@ layout_mode = 2
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size_flags_horizontal = 4
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theme_override_constants/separation = 10
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[node name="SelectButton" type="Button" parent="MarginContainer/ContentCenter/ContentVBox/ActionHBox"]
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layout_mode = 2
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size_flags_horizontal = 4
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theme = ExtResource("4_5b3b7")
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text = "SELECT"
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text_alignment = 1
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[node name="RefreshButton" type="Button" parent="MarginContainer/ContentCenter/ContentVBox/ActionHBox"]
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layout_mode = 2
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size_flags_horizontal = 4
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@ -124,6 +131,7 @@ text_alignment = 1
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unique_name_in_owner = true
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[connection signal="pressed" from="MarginContainer/ContentCenter/ContentVBox/AddHBox/AddButton" to="." method="_on_add_button_pressed"]
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[connection signal="pressed" from="MarginContainer/ContentCenter/ContentVBox/ActionHBox/SelectButton" to="." method="_on_select_button_pressed"]
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[connection signal="pressed" from="MarginContainer/ContentCenter/ContentVBox/ActionHBox/RefreshButton" to="." method="_on_refresh_button_pressed"]
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[connection signal="pressed" from="MarginContainer/ContentCenter/ContentVBox/ActionHBox/DeleteButton" to="." method="_on_delete_button_pressed"]
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[connection signal="pressed" from="MarginContainer/ContentCenter/ContentVBox/ActionHBox/BackButton" to="." method="_on_back_button_pressed"]
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16
game/scenes/UI/selected_character.gd
Normal file
16
game/scenes/UI/selected_character.gd
Normal file
@ -0,0 +1,16 @@
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extends Node
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var character: Dictionary = {}
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func set_character(data: Dictionary) -> void:
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character = data
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func clear() -> void:
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character = {}
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|
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func get_coord() -> Vector2:
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var coord: Dictionary = character.get("coord", {})
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return Vector2(
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float(coord.get("x", 0)),
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float(coord.get("y", 0))
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)
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1
game/scenes/UI/selected_character.gd.uid
Normal file
1
game/scenes/UI/selected_character.gd.uid
Normal file
@ -0,0 +1 @@
|
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uid://bbl0our5y4k7a
|
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105
game/scenes/Vehicles/car.gd
Normal file
105
game/scenes/Vehicles/car.gd
Normal file
@ -0,0 +1,105 @@
|
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extends RigidBody3D
|
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|
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@export var drive_speed := 18.0
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@export var drive_accel := 20.0
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@export var brake_strength := 28.0
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@export var turn_speed := 2.0
|
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@export var turn_accel := 8.0
|
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@export var lateral_damp := 10.0
|
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@export var launch_impulse := 28.0
|
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@export var launch_up_impulse := 6.0
|
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@export var seat_path: NodePath
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@export var exit_path: NodePath
|
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@export var camera_path: NodePath
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@export var interact_area_path: NodePath
|
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|
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@onready var seat: Node3D = get_node(seat_path) if seat_path != NodePath("") else null
|
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@onready var exit_point: Node3D = get_node(exit_path) if exit_path != NodePath("") else null
|
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@onready var car_camera: Camera3D = get_node(camera_path) if camera_path != NodePath("") else null
|
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@onready var interact_area: Area3D = get_node(interact_area_path) if interact_area_path != NodePath("") else null
|
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|
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var _nearby_driver: Node = null
|
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var _driver: Node = null
|
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|
||||
func _ready() -> void:
|
||||
if interact_area:
|
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interact_area.collision_layer = 2
|
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interact_area.collision_mask = 1
|
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interact_area.body_entered.connect(_on_interact_body_entered)
|
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interact_area.body_exited.connect(_on_interact_body_exited)
|
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if car_camera:
|
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car_camera.current = false
|
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contact_monitor = true
|
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max_contacts_reported = 8
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
|
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_enter_vehicle(_nearby_driver)
|
||||
elif _driver != null and Input.is_action_just_pressed("interact"):
|
||||
_exit_vehicle()
|
||||
|
||||
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
|
||||
if _driver == null:
|
||||
return
|
||||
|
||||
var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
||||
var forward := global_transform.basis.z
|
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forward.y = 0.0
|
||||
forward = forward.normalized()
|
||||
|
||||
var current_speed := linear_velocity.dot(forward)
|
||||
var target_speed := input2v.y * drive_speed
|
||||
var accel := drive_accel if abs(input2v.y) > 0.01 else brake_strength
|
||||
var new_forward_speed := move_toward(current_speed, target_speed, accel * state.step)
|
||||
var forward_vel := forward * new_forward_speed
|
||||
var lateral_vel := linear_velocity - (forward * current_speed)
|
||||
lateral_vel = lateral_vel.move_toward(Vector3.ZERO, lateral_damp * state.step)
|
||||
linear_velocity = forward_vel + lateral_vel
|
||||
|
||||
var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
|
||||
var turn_input := input2v.x
|
||||
if new_forward_speed < -0.1:
|
||||
turn_input = -turn_input
|
||||
var target_turn: float = turn_input * turn_speed * speed_factor
|
||||
angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
|
||||
|
||||
if speed_factor > 0.2:
|
||||
var hit_ids := {}
|
||||
for i in state.get_contact_count():
|
||||
var collider := state.get_contact_collider_object(i)
|
||||
if collider is RigidBody3D and collider != self:
|
||||
var collider_id := (collider as Node).get_instance_id()
|
||||
if hit_ids.has(collider_id):
|
||||
continue
|
||||
hit_ids[collider_id] = true
|
||||
var contact_pos := state.get_contact_collider_position(i)
|
||||
var launch_dir := (contact_pos - global_position).normalized()
|
||||
if launch_dir.length() <= 0.001:
|
||||
var normal_world := (global_transform.basis * state.get_contact_local_normal(i)).normalized()
|
||||
launch_dir = normal_world if normal_world.length() > 0.001 else forward.normalized()
|
||||
var impulse := launch_dir * (launch_impulse * speed_factor) + Vector3.UP * launch_up_impulse
|
||||
(collider as RigidBody3D).apply_central_impulse(impulse)
|
||||
|
||||
func _enter_vehicle(player: Node) -> void:
|
||||
if seat == null:
|
||||
return
|
||||
_driver = player
|
||||
player.call("enter_vehicle", self, seat, car_camera)
|
||||
if car_camera:
|
||||
car_camera.current = true
|
||||
|
||||
func _exit_vehicle() -> void:
|
||||
if _driver == null:
|
||||
return
|
||||
_driver.call("exit_vehicle", exit_point, car_camera)
|
||||
_driver = null
|
||||
if car_camera:
|
||||
car_camera.current = false
|
||||
|
||||
func _on_interact_body_entered(body: Node) -> void:
|
||||
if body.has_method("enter_vehicle"):
|
||||
_nearby_driver = body
|
||||
|
||||
func _on_interact_body_exited(body: Node) -> void:
|
||||
if body == _nearby_driver:
|
||||
_nearby_driver = null
|
||||
1
game/scenes/Vehicles/car.gd.uid
Normal file
1
game/scenes/Vehicles/car.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://4qf5yinepytc
|
||||
43
game/scenes/Vehicles/car.tscn
Normal file
43
game/scenes/Vehicles/car.tscn
Normal file
@ -0,0 +1,43 @@
|
||||
[gd_scene load_steps=6 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/Vehicles/car.gd" id="1_kbd20"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_7r1j6"]
|
||||
size = Vector3(1.4, 0.9, 2.6)
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_jk0m1"]
|
||||
size = Vector3(2.2, 2.0, 3.8)
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_4y8xk"]
|
||||
size = Vector3(1.4, 0.9, 2.6)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_red"]
|
||||
albedo_color = Color(0.85, 0.1, 0.1, 1)
|
||||
|
||||
[node name="Car" type="RigidBody3D"]
|
||||
script = ExtResource("1_kbd20")
|
||||
seat_path = NodePath("Seat")
|
||||
exit_path = NodePath("Exit")
|
||||
camera_path = NodePath("CarCamera")
|
||||
interact_area_path = NodePath("InteractArea")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
shape = SubResource("BoxShape3D_7r1j6")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("BoxMesh_4y8xk")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_red")
|
||||
|
||||
[node name="InteractArea" type="Area3D" parent="."]
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractArea"]
|
||||
shape = SubResource("BoxShape3D_jk0m1")
|
||||
|
||||
[node name="Seat" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 0.6, 0.0)
|
||||
|
||||
[node name="Exit" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3, 0.0, 0.0)
|
||||
|
||||
[node name="CarCamera" type="Camera3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0, 2.0, 4.2)
|
||||
@ -23,8 +23,21 @@ var _last_move_right := Vector3(1, 0, 0)
|
||||
var _camera_offset_local := Vector3.ZERO
|
||||
var _camera_yaw := 0.0
|
||||
var _camera_pitch := 0.0
|
||||
var _in_vehicle := false
|
||||
var _vehicle_collision_layer := 0
|
||||
var _vehicle_collision_mask := 0
|
||||
var _vehicle_original_parent: Node = null
|
||||
var _light_was_on := false
|
||||
var _jump_triggered := false
|
||||
@onready var _flashlight: SpotLight3D = $SpotLight3D
|
||||
@onready var _anim_player: AnimationPlayer = find_child("AnimationPlayer", true, false) as AnimationPlayer
|
||||
@onready var _model_root: Node3D = find_child("TestCharAnimated", true, false) as Node3D
|
||||
|
||||
@export var camera_follow_speed := 10.0
|
||||
@export var anim_idle_name := "Idle"
|
||||
@export var anim_walk_name := "Walk"
|
||||
@export var anim_jump_name := "Jump"
|
||||
@export var anim_walk_speed_threshold := 0.25
|
||||
|
||||
var jump_sound = preload("res://assets/audio/jump.ogg")
|
||||
var audio_player = AudioStreamPlayer.new()
|
||||
@ -60,8 +73,13 @@ func _ready() -> void:
|
||||
_last_move_forward = forward.normalized()
|
||||
if right.length() > 0.0001:
|
||||
_last_move_right = right.normalized()
|
||||
_vehicle_collision_layer = collision_layer
|
||||
_vehicle_collision_mask = collision_mask
|
||||
|
||||
func _integrate_forces(state):
|
||||
if _in_vehicle:
|
||||
linear_velocity = Vector3.ZERO
|
||||
return
|
||||
if cameraMoveMode and _pending_mouse_delta != Vector2.ZERO:
|
||||
rotation_x -= _pending_mouse_delta.y * mouse_sensitivity
|
||||
rotation_y -= _pending_mouse_delta.x * mouse_sensitivity
|
||||
@ -117,6 +135,7 @@ func _integrate_forces(state):
|
||||
current_number_of_jumps = (current_number_of_jumps + 1) % 2
|
||||
linear_velocity.y = JUMP_SPEED
|
||||
audio_player.play()
|
||||
_jump_triggered = true
|
||||
|
||||
if cam:
|
||||
var target_yaw := global_transform.basis.get_euler().y
|
||||
@ -126,7 +145,12 @@ func _integrate_forces(state):
|
||||
cam.global_position = cam.global_position.lerp(target_pos, camera_follow_speed * state.step)
|
||||
cam.global_rotation = Vector3(_camera_pitch, _camera_yaw, 0.0)
|
||||
|
||||
_update_animation(on_floor, state.linear_velocity)
|
||||
_jump_triggered = false
|
||||
|
||||
func _input(event):
|
||||
if _in_vehicle:
|
||||
return
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_MIDDLE:
|
||||
if event.pressed:
|
||||
@ -146,9 +170,67 @@ func _input(event):
|
||||
zoom_camera(ZOOM_FACTOR) # Zoom out
|
||||
|
||||
if event.is_action_pressed("player_light"):
|
||||
$SpotLight3D.visible = !$SpotLight3D.visible
|
||||
_flashlight.visible = !_flashlight.visible
|
||||
|
||||
func zoom_camera(factor):
|
||||
var new_fov = cam.fov * factor
|
||||
cam.fov = clamp(new_fov, MIN_FOV, MAX_FOV)
|
||||
|
||||
func _update_animation(on_floor: bool, velocity: Vector3) -> void:
|
||||
if _anim_player == null:
|
||||
return
|
||||
var horizontal_speed := Vector3(velocity.x, 0.0, velocity.z).length()
|
||||
if _jump_triggered and _anim_player.has_animation(anim_jump_name):
|
||||
if _anim_player.current_animation != anim_jump_name:
|
||||
_anim_player.play(anim_jump_name)
|
||||
return
|
||||
if not on_floor and _anim_player.has_animation(anim_jump_name):
|
||||
if _anim_player.current_animation != anim_jump_name:
|
||||
_anim_player.play(anim_jump_name)
|
||||
return
|
||||
if horizontal_speed > anim_walk_speed_threshold and _anim_player.has_animation(anim_walk_name):
|
||||
if _anim_player.current_animation != anim_walk_name:
|
||||
_anim_player.play(anim_walk_name)
|
||||
return
|
||||
if _anim_player.has_animation(anim_idle_name):
|
||||
if _anim_player.current_animation != anim_idle_name:
|
||||
_anim_player.play(anim_idle_name)
|
||||
|
||||
func enter_vehicle(_vehicle: Node, seat: Node3D, vehicle_camera: Camera3D) -> void:
|
||||
_in_vehicle = true
|
||||
freeze = true
|
||||
sleeping = true
|
||||
collision_layer = 0
|
||||
collision_mask = 0
|
||||
_vehicle_original_parent = get_parent()
|
||||
_light_was_on = _flashlight.visible
|
||||
_flashlight.visible = false
|
||||
if _model_root:
|
||||
_model_root.visible = false
|
||||
if seat:
|
||||
reparent(seat, true)
|
||||
global_transform = seat.global_transform
|
||||
if cam:
|
||||
cam.current = false
|
||||
if vehicle_camera:
|
||||
vehicle_camera.current = true
|
||||
|
||||
func exit_vehicle(exit_point: Node3D, vehicle_camera: Camera3D) -> void:
|
||||
_in_vehicle = false
|
||||
freeze = false
|
||||
sleeping = false
|
||||
collision_layer = _vehicle_collision_layer
|
||||
collision_mask = _vehicle_collision_mask
|
||||
if _vehicle_original_parent:
|
||||
reparent(_vehicle_original_parent, true)
|
||||
_vehicle_original_parent = null
|
||||
_flashlight.visible = _light_was_on
|
||||
if _model_root:
|
||||
_model_root.visible = true
|
||||
if exit_point:
|
||||
global_transform = exit_point.global_transform
|
||||
if vehicle_camera:
|
||||
vehicle_camera.current = false
|
||||
if cam:
|
||||
cam.current = true
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user