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190 lines
7.4 KiB
GDScript
190 lines
7.4 KiB
GDScript
extends RigidBody3D
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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 := 4.0
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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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@export var engine_audio_fade_speed: float = 8.0
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@export var hit_sound_cooldown: float = 0.25
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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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@onready var engine_idle_audio: AudioStreamPlayer3D = get_node_or_null("Audio/EngineIdle")
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@onready var engine_drive_audio: AudioStreamPlayer3D = get_node_or_null("Audio/EngineDrive")
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@onready var engine_accel_audio: AudioStreamPlayer3D = get_node_or_null("Audio/EngineAccel")
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@onready var enter_audio: AudioStreamPlayer3D = get_node_or_null("Audio/Enter")
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@onready var exit_audio: AudioStreamPlayer3D = get_node_or_null("Audio/Exit")
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@onready var brake_audio: AudioStreamPlayer3D = get_node_or_null("Audio/Brake")
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@onready var hit_audio: AudioStreamPlayer3D = get_node_or_null("Audio/Hit")
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var _nearby_driver: Node = null
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var _driver: Node = null
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var _speed_factor: float = 0.0
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var _throttle_input: float = 0.0
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var _braking: bool = false
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var _was_braking: bool = false
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var _hit_sound_time_left: float = 0.0
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func _ready() -> void:
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add_to_group("vehicle")
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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
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func _process(delta: float) -> void:
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if _driver == null and _nearby_driver != null and Input.is_action_just_pressed("interact"):
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_enter_vehicle(_nearby_driver)
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elif _driver != null and Input.is_action_just_pressed("interact"):
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_exit_vehicle()
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_update_audio(delta)
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_hit_sound_time_left = maxf(0.0, _hit_sound_time_left - delta)
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if _driver == null:
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_speed_factor = 0.0
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_throttle_input = 0.0
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_braking = false
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return
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var input2v := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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_throttle_input = input2v.y
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var forward := global_transform.basis.z
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forward.y = 0.0
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forward = forward.normalized()
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var current_speed := linear_velocity.dot(forward)
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var target_speed := input2v.y * drive_speed
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var accel := drive_accel if abs(input2v.y) > 0.01 else brake_strength
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var is_coasting_brake: bool = abs(input2v.y) <= 0.01 and abs(current_speed) > drive_speed * 0.35
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var is_reverse_brake: bool = abs(input2v.y) > 0.01 and signf(input2v.y) != signf(current_speed) and abs(current_speed) > drive_speed * 0.25
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_braking = is_coasting_brake or is_reverse_brake
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var new_forward_speed := move_toward(current_speed, target_speed, accel * state.step)
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var forward_vel := forward * new_forward_speed
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var lateral_vel := linear_velocity - (forward * current_speed)
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lateral_vel = lateral_vel.move_toward(Vector3.ZERO, lateral_damp * state.step)
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linear_velocity = forward_vel + lateral_vel
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var speed_factor: float = clamp(abs(new_forward_speed) / drive_speed, 0.0, 1.0)
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_speed_factor = speed_factor
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var turn_input := input2v.x
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if new_forward_speed < -0.1:
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turn_input = -turn_input
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var target_turn: float = turn_input * turn_speed * speed_factor
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angular_velocity.y = move_toward(angular_velocity.y, target_turn, turn_accel * state.step)
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if speed_factor > 0.2:
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var hit_ids := {}
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for i in state.get_contact_count():
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var collider := state.get_contact_collider_object(i)
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if collider is RigidBody3D and collider != self:
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var collider_id := (collider as Node).get_instance_id()
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if hit_ids.has(collider_id):
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continue
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hit_ids[collider_id] = true
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var contact_pos := state.get_contact_collider_position(i)
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var launch_dir := (contact_pos - global_position).normalized()
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if launch_dir.length() <= 0.001:
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var normal_world := (global_transform.basis * state.get_contact_local_normal(i)).normalized()
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launch_dir = normal_world if normal_world.length() > 0.001 else forward.normalized()
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var impulse := launch_dir * (launch_impulse * speed_factor) + Vector3.UP * launch_up_impulse
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(collider as RigidBody3D).apply_central_impulse(impulse)
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_play_hit_audio(speed_factor)
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func _enter_vehicle(player: Node) -> void:
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if seat == null:
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return
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_driver = player
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player.call("enter_vehicle", self, seat, car_camera)
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_play_one_shot(enter_audio)
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_start_engine_audio()
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if car_camera:
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car_camera.current = true
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func _exit_vehicle() -> void:
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if _driver == null:
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return
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_driver.call("exit_vehicle", exit_point, car_camera)
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_driver = null
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_speed_factor = 0.0
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_throttle_input = 0.0
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_braking = false
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_play_one_shot(exit_audio)
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if car_camera:
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car_camera.current = false
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func _on_interact_body_entered(body: Node) -> void:
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if body.has_method("enter_vehicle"):
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_nearby_driver = body
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func _on_interact_body_exited(body: Node) -> void:
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if body == _nearby_driver:
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_nearby_driver = null
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func _start_engine_audio() -> void:
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_start_engine_player(engine_idle_audio)
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_start_engine_player(engine_drive_audio)
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_start_engine_player(engine_accel_audio)
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func _update_audio(delta: float) -> void:
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if _driver != null:
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_start_engine_audio()
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var active: bool = _driver != null
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var throttle_weight: float = clamp(abs(_throttle_input), 0.0, 1.0)
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var accel_weight: float = throttle_weight * clamp(_speed_factor * 1.25, 0.0, 1.0)
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var drive_weight: float = clamp(_speed_factor * 1.25, 0.0, 1.0) * (1.0 - accel_weight * 0.45)
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var idle_weight: float = 0.9 - clamp(_speed_factor * 1.35, 0.0, 0.72)
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_set_engine_player(engine_idle_audio, idle_weight if active else 0.0, 0.86 + _speed_factor * 0.18, delta)
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_set_engine_player(engine_drive_audio, drive_weight if active else 0.0, 0.92 + _speed_factor * 0.35, delta)
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_set_engine_player(engine_accel_audio, accel_weight if active else 0.0, 0.96 + _speed_factor * 0.5, delta)
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if _braking and not _was_braking:
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_play_one_shot(brake_audio)
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_was_braking = _braking
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func _set_engine_player(player: AudioStreamPlayer3D, weight: float, pitch: float, delta: float) -> void:
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if player == null:
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return
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var target_volume: float = linear_to_db(maxf(weight, 0.0001)) - 2.0
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if weight <= 0.001:
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target_volume = -80.0
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player.volume_db = move_toward(player.volume_db, target_volume, engine_audio_fade_speed * 10.0 * delta)
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player.pitch_scale = move_toward(player.pitch_scale, pitch, engine_audio_fade_speed * delta)
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func _start_engine_player(player: AudioStreamPlayer3D) -> void:
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if player == null or player.playing:
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return
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player.play()
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func _play_one_shot(player: AudioStreamPlayer3D) -> void:
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if player == null:
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return
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player.stop()
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player.play()
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func _play_hit_audio(speed_factor: float) -> void:
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if hit_audio == null or _hit_sound_time_left > 0.0:
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return
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hit_audio.pitch_scale = randf_range(0.92, 1.08)
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var hit_volume: float = clamp(speed_factor, 0.25, 1.0)
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hit_audio.volume_db = linear_to_db(hit_volume) - 3.0
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hit_audio.play()
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_hit_sound_time_left = hit_sound_cooldown
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