Inventory management focused game written in Godot / C#
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public partial class AnimationController : Node3D
{
[Export] public Skeleton3D Skeleton { get; set; }
[Export] public BoneAttachment3D RootBone { get; set; }
// Contains all the bones in the skeleton, keyed by name (e.g. "LowerArm_L").
Dictionary<string, BoneAttachment3D> _bones = [];
// Whether the player's body is currently turning to match up with the camera rotation.
bool _isTurning = false;
// Current amount the body is turned due to walking sideways.
float _bodyYaw = 0.0f;
CharacterBody3D _player;
MovementController _movementController;
CameraController _cameraController;
Camera3D _camera;
Transform3D _cameraDefaultTransform;
AnimationTree _animTree;
Animation _walkForwardAnim;
Animation _walkBackwardAnim;
public override void _Ready()
{
_player = GetParent<CharacterBody3D>();
_movementController = _player.GetNode<MovementController>("MovementController");
_cameraController = _player.GetNode<CameraController>("CameraController");
_camera = _cameraController.Camera;
_cameraDefaultTransform = _camera.Transform;
_animTree = GetNode<AnimationTree>("AnimationTree");
_walkForwardAnim = _animTree.GetAnimation("walk_forward");
_walkBackwardAnim = _animTree.GetAnimation("walk_backward");
void AddBone(BoneAttachment3D bone)
{ bone.OverridePose = true; _bones[bone.Name] = bone; }
AddBone(RootBone);
foreach (var child in RootBone.FindChildren("*", "BoneAttachment3D"))
AddBone((BoneAttachment3D)child);
}
public override void _Process(double delta)
{
ResetTransforms();
HandleTurning(delta);
HandleLookingAnimation(delta);
HandleWalkingAnimation(delta);
}
void ResetTransforms()
{
foreach (var bone in _bones.Values)
bone.Transform = Skeleton.GetBonePose(bone.BoneIdx);
_camera.Transform = _cameraDefaultTransform;
}
void HandleTurning(double delta)
{
const float TurnBegin = 60.0f; // Start turning when camera is rotated this much.
const float TurnEnd = 5.0f; // Stop turning when body is this close to camera rotation.
const float TurnSpeed = 6.0f;
var yaw = _cameraController.CurrentYaw; // Camera yaw relative to player yaw.
var isMoving = _movementController.RealMoveSpeed > 0.01f;
_isTurning = isMoving || (Abs(yaw) > DegToRad(TurnBegin));
if (_isTurning) {
var yawDelta = Sign(yaw) * Min(Abs(yaw), Abs(yaw) * TurnSpeed * (float)delta);
_cameraController.CurrentYaw -= (float)yawDelta;
_player.RotateY(yawDelta);
if (Abs(_cameraController.CurrentYaw) < DegToRad(TurnEnd))
_isTurning = false;
}
}
void HandleLookingAnimation(double delta)
{
const float PitchFactorLowerBody = 0.05f;
const float PitchFactorUpperBody = 0.20f;
const float PitchFactorNeck = 0.25f;
const float PitchFactorHead = 0.35f;
var pitch = _cameraController.CurrentPitch;
_bones["LowerBody"].RotateX(pitch * PitchFactorLowerBody);
_bones["UpperBody"].RotateX(-pitch * PitchFactorUpperBody);
_bones["Neck"].RotateX(-pitch * PitchFactorNeck);
_bones["Head"].RotateX(-pitch * PitchFactorHead);
_bones["UpperArm_L"].RotateX(pitch * (PitchFactorLowerBody + PitchFactorUpperBody) / 2);
_bones["UpperArm_R"].RotateX(pitch * (PitchFactorLowerBody + PitchFactorUpperBody) / 2);
_camera.RotateX(pitch * (1 - PitchFactorLowerBody - PitchFactorUpperBody - PitchFactorNeck - PitchFactorHead));
const float YawFactorLowerBody = 0.06f;
const float YawFactorUpperBody = 0.18f;
const float YawFactorNeck = 0.2f;
const float YawFactorHead = 0.3f;
var yaw = _cameraController.CurrentYaw;
_bones["LowerBody"].GlobalRotate(Vector3.Up, yaw * YawFactorLowerBody);
_bones["UpperBody"].GlobalRotate(Vector3.Up, yaw * YawFactorUpperBody);
_bones["Neck"].GlobalRotate(Vector3.Up, yaw * YawFactorNeck);
_bones["Head"].GlobalRotate(Vector3.Up, yaw * YawFactorHead);
_camera.GlobalRotate(Vector3.Up, yaw * (1 - YawFactorLowerBody - YawFactorUpperBody - YawFactorNeck - YawFactorHead));
// How much of the "ideal" camera rotation (rather than animation rotation) should be applied.
const float CameraFactorIdealPitch = 0.7f;
const float CameraFactorIdealYaw = 0.8f;
const float CameraFactorIdealRoll = 0.9f;
var global_yaw = _player.Rotation.Y + yaw;
var cameraRotation = _camera.GlobalRotation;
cameraRotation.X = LerpAngle(cameraRotation.X, pitch, CameraFactorIdealPitch);
cameraRotation.Y = LerpAngle(cameraRotation.Y, global_yaw, CameraFactorIdealYaw);
cameraRotation.Z = LerpAngle(cameraRotation.Z, 0, CameraFactorIdealRoll);
_camera.GlobalRotation = cameraRotation;
}
void HandleWalkingAnimation(double delta)
{
var input = Input.GetVector("move_strafe_left", "move_strafe_right", "move_forward", "move_back");
var isOnFloor = _movementController.TimeSinceOnFloor < 0.25f;
var isMoving = _movementController.RealMoveSpeed > 0.01f;
var isMovingForward = input.Y <= 0;
var walkState = (isOnFloor && isMoving) ? "move" : "idle";
var walkDirection = isMovingForward ? "forward" : "backward";
var walkSpeed = _movementController.RealMoveSpeed / _movementController.MaxSpeed;
var targetBodyYaw = -(isMovingForward ? Vector2.Up : Vector2.Down).AngleTo(input);
_animTree.Set("parameters/walk_state/transition_request", walkState);
_animTree.Set("parameters/walk_direction/transition_request", walkDirection);
var prevWalkSpeed = (float)_animTree.Get("parameters/walk_speed/blend_amount");
_animTree.Set("parameters/walk_speed/blend_amount", Lerp(prevWalkSpeed, walkSpeed, 10 * (float)delta));
const float YAW_FACTOR_LOWER_BODY = 0.25f;
const float YAW_FACTOR_UPPER_BODY = 0.25f;
const float YAW_FACTOR_NECK = 0.50f;
_bodyYaw += (targetBodyYaw - _bodyYaw) * (float)delta * 6;
_bones["Root"].GlobalRotate(Vector3.Up, _bodyYaw);
_bones["LowerBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YAW_FACTOR_LOWER_BODY);
_bones["UpperBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YAW_FACTOR_UPPER_BODY);
_bones["Neck"].GlobalRotate(Vector3.Up, -_bodyYaw * YAW_FACTOR_NECK);
}
}