94 lines
2.3 KiB
GDScript
94 lines
2.3 KiB
GDScript
class_name Player
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extends CharacterBody3D
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static var instances: Array[Player]
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@export var cursor_color: Color
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@export var _input_mode: Inputer.Mode = Inputer.Mode.KB_MOUSE
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@export var _device_index: int = 0
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@export var _respawn_height: float = -5
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@export_group("References")
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@export var attack: PlayerAttacker
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@export var _cursor: PlayerCursor
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var stats: PlayerStats = PlayerStats.new()
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var movement: PlayerMovementHandler = PlayerMovementHandler.new()
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var aiming: PlayerAimingHandler = PlayerAimingHandler.new()
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var _respawn_point: Vector3
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static func is_single_player() -> bool:
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return instances.size() == 1
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func _ready() -> void:
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_respawn_point = global_position
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instances.append(self)
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func _process(_delta: float) -> void:
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var aim_pos := global_position + aiming.aim_offset
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Debugger.marker("aim", aim_pos + Vector3.UP)
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Debugger.vector("aimv", Vector3(aim_pos.x, 0, aim_pos.z), aim_pos + Vector3.UP)
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func _physics_process(delta: float) -> void:
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_aiming()
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var can_move := not attack.is_hitting()
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velocity = movement.movement(velocity, delta, is_on_floor(), can_move)
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move_and_slide()
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if not attack.is_hitting() and aiming.aim_offset.length() > 0:
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look_at(global_position + aiming.aim_offset, Vector3.UP, true)
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_process_respawning()
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_cursor.handle_cursor(self, delta)
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func _unhandled_input(event: InputEvent) -> void:
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var mode := Inputer.get_event_mode(event)
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if (
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not input_mode_is(mode)
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or (
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not Player.is_single_player()
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and _input_mode == Inputer.Mode.CONTROLLER
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and event.device != _device_index
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)
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):
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return
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aiming.handle_input(event, mode)
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movement.handle_input(event, mode)
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if event.is_action_pressed("attack"):
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attack.attack()
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func input_mode_is(mode: Inputer.Mode) -> bool:
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return (
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(Player.is_single_player() and mode == Inputer.mode)
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or (not Player.is_single_player() and _input_mode == mode)
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)
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func _aiming() -> void:
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if input_mode_is(Inputer.Mode.CONTROLLER):
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aiming.controller_aiming(movement.move_input)
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if input_mode_is(Inputer.Mode.KB_MOUSE):
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var mouse_pos := get_viewport().get_mouse_position()
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if get_viewport().get_visible_rect().has_point(mouse_pos):
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aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
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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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reset_physics_interpolation()
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