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public partial class MovementController : Node
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{
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[ExportGroup("Movement")]
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[Export] public float Acceleration { get; set; } = 4.0f;
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[Export] public float MaxSpeed { get; set; } = 2.1f;
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[Export] public float FrictionFloor { get; set; } = 12.0f;
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[Export] public float FrictionAir { get; set; } = 2.0f;
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public float Gravity { get; } = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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[ExportGroup("Jumping")]
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[Export] public float JumpVelocity { get; set; } = 4.0f;
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/// <summary> Time (in seconds) after pressing the jump button a jump may occur late. </summary>
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[Export] public float JumpEarlyTime { get; set; } = 0.0f;
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/// <summary> Time (in seconds) after leaving a jumpable surface when a jump may still occur. </summary>
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[Export] public float JumpCoyoteTime { get; set; } = 0.0f;
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public bool IsSprinting { get; private set; }
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/// <summary> The raw input movement vector with a maximum length of 1. </summary>
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[Export] public Vector2 InputVector { get; private set; }
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public bool IsMoving => LocalMoveVector.Length() > 0.01f;
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/// <summary> The actual amount the player is moving, relative to the world. Y is always 0. </summary>
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public Vector3 GlobalMoveVector { get; private set; }
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/// <summary> The actual amount the player is moving, relative to the player's viewpoint. Y is always 0. </summary>
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public Vector3 LocalMoveVector { get; private set; }
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/// <summary> </summary>
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public float LocalMoveAngle { get; private set; }
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public float TimeSinceJumpPressed { get; private set; } = float.PositiveInfinity;
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public float TimeSinceOnFloor { get; private set; } = float.PositiveInfinity;
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Player _player;
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public override void _Ready()
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=> _player = GetParent<Player>();
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!_player.IsLocal) return;
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// TODO: Sprinting.
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if (@event.IsActionPressed("move_jump")) {
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TimeSinceJumpPressed = 0.0f;
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GetViewport().SetInputAsHandled();
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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 velocity = _player.Velocity;
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velocity.Y -= Gravity * (float)delta;
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// Get the (normalized) movement vector from the current input.
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InputVector = _player.IsLocal
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? Input.GetVector("move_strafe_left", "move_strafe_right", "move_forward", "move_back")
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: Vector2.Zero;
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var horVelocity = velocity with { Y = 0 };
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var basis = _player.Basis.Rotated(Vector3.Up, _player.Camera.CurrentYaw);
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var target = basis * new Vector3(InputVector.X, 0, InputVector.Y) * MaxSpeed;
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var isMoving = target.Dot(horVelocity) > 0.0f;
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var isOnFloor = _player.IsOnFloor();
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var accel = isMoving ? Acceleration
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: isOnFloor ? FrictionFloor
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: FrictionAir;
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if (IsSprinting) {
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target *= 5;
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accel *= 5;
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}
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horVelocity = horVelocity.Lerp(target, accel * (float)delta);
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velocity.X = horVelocity.X;
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velocity.Z = horVelocity.Z;
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if (isOnFloor) TimeSinceOnFloor = 0.0f;
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else TimeSinceOnFloor += (float)delta;
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if ((TimeSinceJumpPressed <= JumpEarlyTime) && (TimeSinceOnFloor <= JumpCoyoteTime)) {
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TimeSinceJumpPressed = TimeSinceOnFloor = float.PositiveInfinity;
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velocity.Y = JumpVelocity;
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} else
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TimeSinceJumpPressed += (float)delta;
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_player.Velocity = velocity;
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_player.MoveAndSlide();
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// TODO: Very simplified, but works for now.
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GlobalMoveVector = _player.Velocity with { Y = 0 };
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LocalMoveVector = _player.Basis.Inverse() * GlobalMoveVector;
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LocalMoveAngle = Vector3.Forward.SignedAngleTo(LocalMoveVector, Vector3.Up);
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}
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}
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