85 lines
2.2 KiB
GDScript
85 lines
2.2 KiB
GDScript
class_name Player
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extends CharacterBody3D
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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 var _collision_debug_material: Material
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var movement: PlayerMovement = PlayerMovement.new()
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var aiming: PlayerAiming = PlayerAiming.new()
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var _respawn_point: Vector3
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var _debug_collision_shapes := DebugCollisionShapes.new()
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@onready var attack: PlayerAttack = $Attack
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func _ready() -> void:
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_respawn_point = global_position
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Referencer.players.append(self)
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Referencer.players_count += 1
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_debug_collision_shapes.init(get_children(), self, _collision_debug_material)
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func _process(_delta: float) -> void:
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call_deferred("_aiming")
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_process_respawning()
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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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if not is_multiplayer_authority():
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return
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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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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 (_input_mode == Inputer.Mode.CONTROLLER and event.device != _device_index)
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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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(Referencer.players_count == 1 and mode == Inputer.mode)
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or (Referencer.players_count > 1 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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aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
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if attack.is_hitting():
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return
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if aiming.aim_offset.length() > 0:
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look_at(global_position + aiming.aim_offset, Vector3.UP, true)
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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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