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81 lines
2.6 KiB
81 lines
2.6 KiB
2 months ago
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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; } = 2.5f;
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[Export] public float MaxSpeed { get; set; } = 3.0f;
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[Export] public float FrictionFloor { get; set; } = 3.5f;
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[Export] public float FrictionAir { get; set; } = 1.0f;
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[Export] public float SprintMultiplier { get; set; } = 2.0f;
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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; } = 0.2f;
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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; } = 0.2f;
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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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private CharacterBody3D Player;
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public override void _Ready()
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{
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Player = GetParent<CharacterBody3D>();
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}
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public override void _UnhandledInput(InputEvent ev)
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{
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if (ev.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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var horVelocity = new Vector2(velocity.X, velocity.Z);
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var gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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velocity.Y -= gravity * (float)delta;
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var input = Input.GetVector("move_left", "move_right", "move_forward", "move_back");
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var camera = GetViewport().GetCamera3D();
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var target = input.Rotated(camera.GlobalRotation.Y - Tau / 4) * MaxSpeed;
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var isOnFloor = Player.IsOnFloor();
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var isMoving = target.Dot(horVelocity) > 0.0f;
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var isSprinting = Input.IsActionPressed("move_sprint");
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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 *= SprintMultiplier;
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accel *= SprintMultiplier;
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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.Y;
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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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}
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public override void _Process(double delta)
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{
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}
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}
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