separate aiming and moving logic

This commit is contained in:
Teatov 2025-02-18 01:07:17 +10:00
parent 48f60d8602
commit 16d82da04e
4 changed files with 110 additions and 96 deletions

View File

@ -26,12 +26,12 @@ func _follow(delta: float) -> void:
player_position.y = _floor_height
if Inputer.mode == Inputer.Mode.KB_MOUSE:
_aim_offset = Referencer.player.aim_offset
_aim_offset = Referencer.player.aiming.aim_offset
else:
var new_aim_offset := (
Vector3.ZERO
if Referencer.player.aim_input.length() == 0
else Referencer.player.aim_offset
if Referencer.player.aiming.aim_input.length() == 0
else Referencer.player.aiming.aim_offset
)
_aim_offset = _aim_offset.lerp(new_aim_offset, _aim_damping * delta)

View File

@ -1,24 +1,12 @@
class_name Player
extends CharacterBody3D
const MOVE_SPEED: float = 10
const MOVE_ACCELERATION: float = 100
const MOVE_DECELERATION: float = 50
const FALL_SPEED: float = 20
const FALL_ACCELERATION: float = 25
@export var _respawn_height: float = -5
@export var _controller_aim_offset: float = 20
@export var _vertical_aim_aspect: float = 1.5
var aim_offset: Vector3
var aim_input: Vector2
var movement: PlayerMovement = PlayerMovement.new()
var aiming: PlayerAiming = PlayerAiming.new()
var _respawn_point: Vector3
var _floor_height: float
var _move_input: Vector2
var _move_direction: Vector3
func _ready() -> void:
@ -27,103 +15,31 @@ func _ready() -> void:
func _process(_delta: float) -> void:
_controller_aiming()
aiming.controller_aiming(movement.move_input)
call_deferred("_mouse_aiming")
_process_respawning()
Debugger.marker("aim", global_position + aim_offset)
Debugger.marker("aim", global_position + aiming.aim_offset)
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
_lateral_movement(delta)
_vertical_movement(delta)
velocity = movement.lateral_movement(velocity, delta)
velocity = movement.vertical_movement(velocity, delta, is_on_floor())
move_and_slide()
func _controller_aiming() -> void:
if Inputer.mode != Inputer.Mode.CONTROLLER:
return
aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
if aim_input.length() == 0 and _move_input.length() == 0:
return
var input := (aim_input if aim_input.length() > 0 else _move_input).normalized()
var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
aim_offset = (
aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
* _controller_aim_offset
)
look_at(global_position + aim_offset, Vector3.UP, true)
func _mouse_aiming() -> void:
if Inputer.mode != Inputer.Mode.KB_MOUSE:
return
var player_position := global_position
if is_on_floor():
_floor_height = player_position.y
player_position.y = _floor_height
var aim_position := _mouse_project(_floor_height)
aim_offset = aim_position - player_position
aim_position.y = global_position.y
if aim_position == global_position:
return
look_at(aim_position, Vector3.UP, true)
func _mouse_project(height: float) -> Vector3:
var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, height)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return Vector3.ZERO
return intersection as Vector3
aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
if aiming.aim_offset.length() > 0:
look_at(global_position + aiming.aim_offset, Vector3.UP, true)
func _process_respawning() -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point
velocity = Vector3.ZERO
func _lateral_movement(delta: float) -> void:
_move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if _move_input.length() > 0:
_move_direction = Vector3(_move_input.x, 0, _move_input.y).normalized().rotated(
Vector3.UP, Referencer.main_camera.rotation.y
)
var new_velocity := _move_direction * MOVE_SPEED
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
else:
var new_velocity := Vector3.ZERO
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
func _vertical_movement(delta: float) -> void:
if not is_on_floor():
var new_velocity := velocity
new_velocity.y = -FALL_SPEED
velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
else:
velocity.y = 0

View File

@ -0,0 +1,56 @@
class_name PlayerAiming
extends RefCounted
@export var _controller_aim_offset: float = 20
@export var _vertical_aim_aspect: float = 1.5
var aim_offset: Vector3
var aim_input: Vector2
var _floor_height: float
func controller_aiming(move_input: Vector2) -> void:
if Inputer.mode != Inputer.Mode.CONTROLLER:
return
aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
if aim_input.length() == 0 and move_input.length() == 0:
return
var input := (aim_input if aim_input.length() > 0 else move_input).normalized()
var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
aim_offset = (
aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
* _controller_aim_offset
)
func mouse_aiming(mouse_pos: Vector2, player_position: Vector3, is_on_floor: bool) -> void:
if Inputer.mode != Inputer.Mode.KB_MOUSE:
return
var position_y := player_position.y
if is_on_floor:
_floor_height = player_position.y
player_position.y = _floor_height
var aim_position := _mouse_project(mouse_pos, _floor_height)
aim_offset = aim_position - player_position
aim_position.y = position_y
func _mouse_project(mouse_pos:Vector2, height: float) -> Vector3:
var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, height)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return Vector3.ZERO
return intersection as Vector3

View File

@ -0,0 +1,42 @@
class_name PlayerMovement
extends RefCounted
const MOVE_SPEED: float = 10
const MOVE_ACCELERATION: float = 100
const MOVE_DECELERATION: float = 50
const FALL_SPEED: float = 20
const FALL_ACCELERATION: float = 25
var move_input: Vector2
var _move_direction: Vector3
func lateral_movement(velocity: Vector3, delta: float) -> Vector3:
move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if move_input.length() > 0:
_move_direction = Vector3(move_input.x, 0, move_input.y).normalized().rotated(
Vector3.UP, Referencer.main_camera.rotation.y
)
var new_velocity := _move_direction * MOVE_SPEED
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
else:
var new_velocity := Vector3.ZERO
new_velocity.y = velocity.y
velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
return velocity
func vertical_movement(velocity: Vector3, delta: float, is_on_floor: bool) -> Vector3:
if not is_on_floor:
var new_velocity := velocity
new_velocity.y = -FALL_SPEED
velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
else:
velocity.y = 0
return velocity