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