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using Godot; |
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using System; |
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public partial class Player : CharacterBody3D |
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{ |
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public float MouseSensitivity { get; set; } = 0.2F; |
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/// <summary> Time after pressing the jump button a jump may occur late. </summary> |
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public TimeSpan JumpEarlyTime { get; set; } = TimeSpan.FromSeconds(0.2); |
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/// <summary> Time after leaving a jumpable surface when a jump may still occur. </summary> |
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public TimeSpan JumpCoyoteTime { get; set; } = TimeSpan.FromSeconds(0.2); |
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public Vector3 Gravity { get; set; } = new(0, -12.0F, 0); |
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public float JumpVelocity { get; set; } = 5.0F; |
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public float MoveAccel { get; set; } = 6.0F; |
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public float MaxMoveSpeed { get; set; } = 4.0F; |
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public float FrictionFloor { get; set; } = 12.0F; |
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public float FrictionAir { get; set; } = 2.0F; |
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public enum MovementMode { Default, Flying, NoClip } |
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public MovementMode Movement { get; set; } = MovementMode.Default; |
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private Node3D _neckBone = null!; |
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private Node3D _headBone = null!; |
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private Camera3D _camera = null!; |
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private DateTime? _jumpPressed = null; |
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private DateTime? _lastOnFloor = null; |
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public bool IsSprinting { get; private set; } |
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public override void _Ready() |
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{ |
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_neckBone = GetNode<Node3D>("Neck"); |
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_headBone = GetNode<Node3D>("Neck/Head"); |
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_camera = GetNode<Camera3D>("Neck/Head/Camera"); |
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} |
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public override void _Input(InputEvent ev) |
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{ |
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// Inputs that are valid when the game is focused. |
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// =============================================== |
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if (ev.IsAction("move_sprint")) |
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{ |
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IsSprinting = ev.IsPressed(); |
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GetViewport().SetInputAsHandled(); |
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} |
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if (ev.IsActionPressed("move_jump")) |
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{ |
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_jumpPressed = DateTime.Now; |
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GetViewport().SetInputAsHandled(); |
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} |
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// Cycle movement mode between default, flying and flying+noclip. |
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if (ev.IsActionPressed("cycle_movement_mode")) |
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{ |
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if (++Movement > MovementMode.NoClip) |
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Movement = MovementMode.Default; |
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GetViewport().SetInputAsHandled(); |
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} |
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// Inputs that are valid only when the mouse is captured. |
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// ====================================================== |
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if (Input.MouseMode == Input.MouseModeEnum.Captured) { |
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} |
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} |
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public override void _UnhandledInput(InputEvent ev) |
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{ |
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var isMouseCaptured = Input.MouseMode == Input.MouseModeEnum.Captured; |
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// When pressing escape and mouse is currently captured, release it. |
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if (ev.IsActionPressed("ui_cancel") && isMouseCaptured) |
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Input.MouseMode = Input.MouseModeEnum.Visible; |
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// Grab the mouse when pressing the primary mouse button. |
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// TODO: Make "primary mouse button" configurable. |
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if (ev is InputEventMouseButton button && button.ButtonIndex == MouseButton.Left) |
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Input.MouseMode = Input.MouseModeEnum.Captured; |
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if (ev is InputEventMouseMotion motion && isMouseCaptured) |
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{ |
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_neckBone.RotateX(Mathf.DegToRad(motion.Relative.Y * -MouseSensitivity)); |
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_headBone.RotateY(Mathf.DegToRad(motion.Relative.X * -MouseSensitivity)); |
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var rotation = _neckBone.RotationDegrees; |
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rotation.X = Mathf.Clamp(rotation.X, -80, 80); |
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_neckBone.RotationDegrees = rotation; |
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} |
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} |
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public override void _PhysicsProcess(double delta) |
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{ |
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var movementVector = new Vector3( |
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Input.GetActionStrength("move_strafe_right") - Input.GetActionStrength("move_strafe_left"), |
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Input.GetActionStrength("move_upward") - Input.GetActionStrength("move_downward"), |
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Input.GetActionStrength("move_backward") - Input.GetActionStrength("move_forward")); |
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if (Movement == MovementMode.Default) |
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{ |
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Velocity += Gravity * (float)delta; |
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var dir = Vector3.Zero; |
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var camTransform = _camera.GlobalTransform; |
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dir += camTransform.Basis.Z.Normalized() * movementVector.Z; |
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dir += camTransform.Basis.X.Normalized() * movementVector.X; |
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dir.Y = 0; |
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dir = dir.Normalized() * movementVector.Length(); |
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var hvel = Velocity; |
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hvel.Y = 0; |
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var target = dir * MaxMoveSpeed; |
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var friction = IsOnFloor() ? FrictionFloor : FrictionAir; |
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var accel = (dir.Dot(hvel) > 0) ? MoveAccel : friction; |
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if (IsSprinting) { target *= 5; accel *= 5; } |
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hvel = hvel.Lerp(target, accel * (float)delta); |
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Velocity = new(hvel.X, Velocity.Y, hvel.Z); |
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// Sometimes, when pushing into a wall, jumping wasn't working. |
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// Possibly due to `IsOnFloor` returning `false` for some reason. |
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// The `JumpEarlyTime` feature seems to avoid this issue, thankfully. |
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if (IsOnFloor()) _lastOnFloor = DateTime.Now; |
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if (((DateTime.Now - _jumpPressed) <= JumpEarlyTime) |
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&& ((DateTime.Now - _lastOnFloor) <= JumpCoyoteTime)) |
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{ |
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Velocity = new(Velocity.X, JumpVelocity, Velocity.Z); |
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_jumpPressed = null; |
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_lastOnFloor = null; |
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} |
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} |
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else |
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{ |
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Velocity *= 1 - FrictionAir * (float)delta; |
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var cameraRot = _headBone.GlobalTransform.Basis.GetRotationQuaternion(); |
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var dir = cameraRot * movementVector; |
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var target = dir * MaxMoveSpeed; |
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var accel = (dir.Dot(Velocity) > 0) ? MoveAccel : FrictionAir; |
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target *= 4; accel *= 4; |
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if (IsSprinting) { target *= 5; accel *= 5; } |
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Velocity = Velocity.Lerp(target, accel * (float)delta); |
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} |
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if (Movement == MovementMode.NoClip) |
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Translate(Velocity * (float)delta); |
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else MoveAndSlide(); |
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} |
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} |
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