godot-third-person-basic-scene/player/player.gd

887 lines
25 KiB
GDScript

extends CharacterBody3D
enum StatePlayer {FLY = 0, SWIM = 1, WALK = 2, WALK_WATER=3}
# Constant
const SPEED_WALK_UP = 5.0
const SPEED_WALK_UP_STRAFE = 3.0
const SPEED_WALK_STRAFE = 2.5
const SPEED_WALK_DOWN_STRAFE = 0.6
const SPEED_WALK_DOWN = 0.8
const DIFF_RUN_WALK = 2.0
const SPEED_RUN_UP = SPEED_WALK_UP * DIFF_RUN_WALK
const SPEED_RUN_UP_STRAFE = SPEED_WALK_UP_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_STRAFE = SPEED_WALK_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_DOWN_STRAFE = SPEED_WALK_DOWN_STRAFE * DIFF_RUN_WALK
const SPEED_RUN_DOWN = SPEED_WALK_DOWN * DIFF_RUN_WALK
const ZOOM_STEP_Y = 0.05
const ZOOM_STEP_Z = 0.1
const ZOOM_MIN_Z = 0.2
const ZOOM_MAX_Z = 3.0
const SPEED_ROTATE = PI
const PI_2 = PI / 2.0
const JUMP_FORCE = 4.5
const STEP_FORCE = 50.0
const MUL_SPEED_FLY = 2.0
const MUL_SPEED_SWIM = 0.5
const FACTOR_WALK_WATER = 0.3
const MUL_SPEED_STEP = 0.2
const SPEED_COLLIDED = 0.0001
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServer.window_get_size().y / 2)
# Camera position
var camera_rotate_y = 0.0
var camera_rotate_x = 0.0
# Player position
var player_rotate_y = 0.0
var player_rotate_x = 0.0
# Activate reconciliation between camera & player
var reconciliate_rotate_camera_player:bool = true
# Player run
var is_run:bool = false
var zoom:float = 1.0
var tps:bool = true
var animation_object:AnimationPlayer = null
var anim_idle:String = "CHAR_idle_bored"
var anim_run:String = "CHAR_run"
var anim_run_backward:String = "CHAR_run backward"
var anim_sitting_ground_idle:String = "CHAR_sitting_ground_idle"
var anim_strafe_left_walk:String = "CHAR_strafe_left_walk"
var anim_strafe_right_walk:String = "CHAR_strafe_right_walk"
var anim_walk:String = "CHAR_walk"
var anim_walk_backward:String = "CHAR_walk_backward"
var anim_fly_idle:String = "CHAR_fly"
var anim_fly_run:String = "CHAR_fly"
var anim_fly_run_backward:String = "CHAR_fly"
var anim_fly_sitting_ground_idle:String = "CHAR_fly_idle"
var anim_fly_strafe_left_walk:String = "CHAR_fly"
var anim_fly_strafe_right_walk:String = "CHAR_fly"
var anim_fly_walk:String = "CHAR_fly"
var anim_fly_walk_backward:String = "CHAR_fly"
var anim_swim_idle:String = "CHAR_swim_idle"
var anim_swim_run:String = "CHAR_swim_slow"
var anim_swim_run_backward:String = "CHAR_swim_idle"
var anim_swim_sitting_ground_idle:String = "CHAR_swim_idle"
var anim_swim_strafe_left_walk:String = "CHAR_swim_idle"
var anim_swim_strafe_right_walk:String = "CHAR_swim_idle"
var anim_swim_walk:String = "CHAR_swim_slow"
var anim_swim_walk_backward:String = "CHAR_swim_idle"
var current_anim:String = anim_idle
var player_sit:bool = false
var player_automove:bool = false
var state_player:StatePlayer = StatePlayer.WALK
var level_water:float
var heigh_underwater = 1.0
var stop_move:bool = false
var max_collided_speed = 0.0
@onready var camera_fps:Camera3D = $camera_root/Camera3D_FPS_WALK
@onready var height_step:Vector3 = $RayCastStep.get_position() - $RayCastGround.get_position()
func switch_state(new_state):
if state_player == new_state:
return
state_player = new_state
match state_player:
StatePlayer.WALK_WATER:
print("switch camera WALK (WALK_WATER)")
#$carpet.hide()
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_WALK
camera_fps.make_current()
else:
camera_fps = $camera_root/Camera3D_FPS_WALK
StatePlayer.WALK:
print("switch camera WALK")
#$carpet.hide()
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_WALK
camera_fps.make_current()
else:
camera_fps = $camera_root/Camera3D_FPS_WALK
StatePlayer.FLY:
print("switch camera FLY")
#$carpet.show()
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_FLY
camera_fps.make_current()
else:
camera_fps = $camera_root/Camera3D_FPS_FLY
StatePlayer.SWIM:
print("switch camera SWIM")
#$carpet.hide()
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
if get_viewport().get_camera_3d() == camera_fps:
camera_fps = $camera_root/Camera3D_FPS_SWIM
camera_fps.make_current()
else:
camera_fps = $camera_root/Camera3D_FPS_SWIM
func search_animation( obj:Node , root:String = "/") -> bool:
var ret:bool = false
for i in obj.get_children():
print("DEBUG - search_animation: " + root + String(i.get_name()))
if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player":
animation_object = i
return true
else:
ret = search_animation(i, root + String(i.get_name()) + "/" )
if ret == true:
return ret
return false
func print_list_animation():
for key in animation_object.get_animation_list():
print('Anim detected: ', key)
func switch_animation(name:String):
#print(">", name)
if name != current_anim and animation_object.has_animation(name):
current_anim = name
animation_object.play( name )
if not animation_object.is_connected("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name)):
animation_object.connect("animation_finished", self._on_AnimationPlayer_animation_finished.bind(name))
func _on_AnimationPlayer_animation_finished(name:String):
print("End animation: " , name)
func _init():
print("wall_min_slide_angle: ", get_wall_min_slide_angle())
print("get_floor_max_angle: ", get_floor_max_angle())
print("get_floor_snap_length: ", get_floor_snap_length())
# set_wall_min_slide_angle(1.0)
#set_floor_max_angle(4.0)
# set_floor_snap_length(0.4)
pass
func _ready():
# Place the mouse at the center of the screen
get_viewport().warp_mouse(starting_point)
#$RayCastGround.rotate_x( -get_floor_max_angle() )
search_animation($Mesh/character, "/")
print_list_animation()
switch_state(StatePlayer.WALK)
func _input(event):
# Managed zoom (FPS or TPS)
if Input.is_action_pressed("camera_zoom_in"):
if tps:
if zoom > ZOOM_MIN_Z:
zoom -= ZOOM_STEP_Z
var zoom3D:Vector3 = Vector3(0.0, -ZOOM_STEP_Y, -ZOOM_STEP_Z)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
if zoom < ZOOM_MIN_Z:
camera_fps.rotate_x( -player_rotate_x )
player_rotate_x = 0
camera_fps.make_current()
tps = false
reconciliate_rotate_camera_player = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
$camera_root/horizontal_root.rotate_y( player_rotate_y - camera_rotate_y )
camera_rotate_y = player_rotate_y
elif Input.is_action_pressed("camera_zoom_out"):
if not tps:
# Reposition camera TPS back to player
reconciliate_rotate_camera_player = true
tps = true
zoom += ZOOM_STEP_Z
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
if zoom >= ZOOM_MAX_Z:
zoom = ZOOM_MAX_Z
else:
var zoom3D:Vector3 = Vector3(0.0, ZOOM_STEP_Y, ZOOM_STEP_Z)
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.translate_object_local(zoom3D)
elif Input.is_action_just_pressed("player_sit"):
player_sit = not player_sit
elif Input.is_action_just_pressed("player_automove"):
player_automove = not player_automove
elif Input.is_action_just_pressed("switch_state_player"):
match state_player:
StatePlayer.WALK:
switch_state(StatePlayer.FLY)
StatePlayer.FLY:
switch_state(StatePlayer.WALK)
# If right mouse button is pressed and mouse moves, pan horizontally camera
# and rotate vertically
if tps:
if Input.is_action_just_pressed ( "ui_strafe" ):
reconciliate_rotate_camera_player = false
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
elif Input.is_action_just_released ( "ui_strafe" ):
reconciliate_rotate_camera_player = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_action_just_pressed( "move_run" ):
is_run = true
elif Input.is_action_just_released( "move_run" ):
is_run = false
if Input.is_mouse_button_pressed( 2 ):
if event is InputEventMouseMotion:
if tps:
camera_rotate_y -= event.relative.x *0.01
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
camera_rotate_x = new_camera_rotate_x
else:
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
player_rotate_y += event.relative.x *0.01
rotate_y( -event.relative.x *0.01 )
var new_camera_rotate_x = player_rotate_x + event.relative.y * 0.01
if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
camera_fps.rotate_x( event.relative.y * 0.01 )
player_rotate_x = new_camera_rotate_x
func _physics_process(delta):
# Add the gravity.
if stop_move:
return
match state_player:
StatePlayer.WALK_WATER:
if get_position().y > level_water - heigh_underwater:
_physics_process_walk_water(delta)
else:
switch_state(StatePlayer.SWIM)
_physics_process_swim(delta)
StatePlayer.WALK:
_physics_process_walk(delta)
StatePlayer.FLY:
_physics_process_fly(delta)
StatePlayer.SWIM:
_physics_process_swim(delta)
func _physics_process_walk(delta):
var input_dir: Vector2
var input_x: float
var input_y: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
var mulstep: float = 1.0
#print(get_position())
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# motion_velocity.y = JUMP_FORCE
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
else:
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * SPEED_ROTATE
if tps:
camera_rotate_y += dt
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( dt )
else:
player_rotate_y += dt
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
rotate_y( dt )
# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
move_up = true
player_automove = false
elif Input.is_action_pressed("ui_down"):
player_automove = false
input_y = -1.0
move_down = true
elif player_automove:
input_y = 1.0
move_up = true
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
switch_animation(anim_run)
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
switch_animation(anim_run_backward)
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_RUN_UP
switch_animation(anim_run)
else:
speed = SPEED_RUN_DOWN
if move_down:
switch_animation(anim_run_backward)
else:
switch_animation(anim_idle)
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
switch_animation(anim_walk)
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
switch_animation(anim_walk_backward)
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_WALK_UP
switch_animation(anim_walk)
else:
speed = SPEED_WALK_DOWN
if move_down:
switch_animation(anim_walk_backward)
else:
switch_animation(anim_idle)
if input_x == 0.0 and input_y == 0.0:
if player_sit:
switch_animation(anim_sitting_ground_idle)
else:
switch_animation(anim_idle)
var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * mulstep
motion_velocity.z = direction.z * speed * mulstep
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * mulstep)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * mulstep)
var save_motion_velocity:Vector3 = motion_velocity
var collided = move_and_slide()
# if is_on_floor():
# print("iZs_on_floor")
# else:
# print("not is_on_floor")
if collided and is_on_floor() and (input_x != 0.0 or input_y != 0.0) and $RayCastGround.is_colliding() and !$RayCastStep.is_colliding():
var delta_1:Vector3 = get_position_delta()
var areawalk = delta_1.x * delta_1.x + delta_1.z * delta_1.z
if (areawalk * 10.0 < max_collided_speed) or (is_run and (areawalk * 10.0 < max_collided_speed * DIFF_RUN_WALK )):
var jump_step:Vector3 = height_step
translate(jump_step)
motion_velocity = save_motion_velocity - delta_1 # (save_motion_velocity - delta_1) * MUL_SPEED_STEP
move_and_slide()
motion_velocity.x = 0.0
motion_velocity.y = -STEP_FORCE
motion_velocity.z = 0.0
collided = move_and_slide()
else:
var delta_1:Vector3 = get_position_delta()
var areawalk = (delta_1.x * delta_1.x + delta_1.z * delta_1.z) / speed
if !is_run and max_collided_speed < areawalk:
max_collided_speed = areawalk
func _physics_process_walk_water(delta):
var input_dir: Vector2
var input_x: float
var input_y: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
#print(get_position())
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
# if Input.is_action_just_pressed("ui_accept") and is_on_floor():
# motion_velocity.y = JUMP_FORCE
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
else:
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * SPEED_ROTATE
if tps:
camera_rotate_y += dt
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( dt )
else:
player_rotate_y += dt
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
rotate_y( dt )
# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
move_up = true
player_automove = false
elif Input.is_action_pressed("ui_down"):
player_automove = false
input_y = -1.0
move_down = true
elif player_automove:
input_y = 1.0
move_up = true
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
switch_animation(anim_run)
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
switch_animation(anim_run_backward)
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_RUN_UP
switch_animation(anim_run)
else:
speed = SPEED_RUN_DOWN
if move_down:
switch_animation(anim_run_backward)
else:
switch_animation(anim_idle)
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
switch_animation(anim_walk)
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
switch_animation(anim_walk_backward)
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
switch_animation(anim_strafe_left_walk)
else:
switch_animation(anim_strafe_right_walk)
elif move_up:
speed = SPEED_WALK_UP
switch_animation(anim_walk)
else:
speed = SPEED_WALK_DOWN
if move_down:
switch_animation(anim_walk_backward)
else:
switch_animation(anim_idle)
if input_x == 0.0 and input_y == 0.0:
if player_sit:
switch_animation(anim_sitting_ground_idle)
else:
switch_animation(anim_idle)
var direction = (transform.basis * Vector3(input_x, 0, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * FACTOR_WALK_WATER
motion_velocity.z = direction.z * speed * FACTOR_WALK_WATER
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * FACTOR_WALK_WATER)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * FACTOR_WALK_WATER)
#print("pos:", get_floor_angle(), " - ", get_wall_min_slide_angle(), " - ", get_floor_max_angle())
#motion_velocity.y = 0.5
move_and_slide()
func _physics_process_fly(delta):
var input_dir: Vector2
var input_x: float
var input_y: float
var input_z: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
else:
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * SPEED_ROTATE
if tps:
camera_rotate_y += dt
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( dt )
else:
player_rotate_y += dt
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
rotate_y( dt )
# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
input_z = 1.0
move_up = true
player_automove = false
elif Input.is_action_pressed("ui_down"):
player_automove = false
input_y = -1.0
input_z = -1.0
move_down = true
elif player_automove:
input_y = 1.0
input_z = 1.0
move_up = true
if tps:
input_z *= (-camera_rotate_x)
else:
input_z *= (-player_rotate_x)
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
switch_animation(anim_fly_run)
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
switch_animation(anim_fly_run_backward)
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
switch_animation(anim_fly_strafe_left_walk)
else:
switch_animation(anim_fly_strafe_right_walk)
elif move_up:
speed = SPEED_RUN_UP
switch_animation(anim_fly_run)
else:
speed = SPEED_RUN_DOWN
if move_down:
switch_animation(anim_fly_run_backward)
else:
switch_animation(anim_fly_idle)
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
switch_animation(anim_fly_walk)
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
switch_animation(anim_fly_walk_backward)
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
switch_animation(anim_fly_strafe_left_walk)
else:
switch_animation(anim_fly_strafe_right_walk)
elif move_up:
speed = SPEED_WALK_UP
switch_animation(anim_fly_walk)
else:
speed = SPEED_WALK_DOWN
if move_down:
switch_animation(anim_fly_walk_backward)
else:
switch_animation(anim_fly_idle)
if input_x == 0.0 and input_y == 0.0:
if player_sit:
switch_animation(anim_fly_sitting_ground_idle)
else:
switch_animation(anim_fly_idle)
var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * MUL_SPEED_FLY
motion_velocity.y = direction.y * speed * MUL_SPEED_FLY
motion_velocity.z = direction.z * speed * MUL_SPEED_FLY
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * MUL_SPEED_FLY)
motion_velocity.y = move_toward(motion_velocity.y, 0, speed * MUL_SPEED_FLY)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * MUL_SPEED_FLY)
#print('motion_velocity:', motion_velocity)
move_and_slide()
func _physics_process_swim(delta):
var input_dir: Vector2
var input_x: float
var input_y: float
var input_z: float
var speed: float
var move_up:bool = false
var move_down:bool = false
var move_strafe: bool = false
# Get the input direction and handle the movement/deceleration.
if Input.is_action_pressed("ui_strafe"):
if Input.is_action_pressed("ui_left"):
input_x = 1.0
move_strafe = true
elif Input.is_action_pressed("ui_right"):
input_x = -1.0
move_strafe = true
else:
var y = 0
if Input.is_action_pressed("ui_right"):
y -= 1
if Input.is_action_pressed("ui_left"):
y += 1
if y != 0:
var dt = y * delta * SPEED_ROTATE
if tps:
camera_rotate_y += dt
if camera_rotate_y > PI:
camera_rotate_y -= TAU
elif camera_rotate_y <= -PI:
camera_rotate_y += TAU
$camera_root/horizontal_root.rotate_y( dt )
else:
player_rotate_y += dt
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
camera_rotate_y = player_rotate_y
rotate_y( dt )
# Disable vector on ui_right/ui_left (used to rotate and not strafe)
input_x = 0
if Input.is_action_pressed("ui_up"):
input_y = 1.0
input_z = 1.0
move_up = true
player_automove = false
elif Input.is_action_pressed("ui_down"):
player_automove = false
input_y = -1.0
input_z = -1.0
move_down = true
elif player_automove:
input_y = 1.0
input_z = 1.0
move_up = true
if tps:
input_z *= (-camera_rotate_x)
else:
input_z *= (-player_rotate_x)
if is_run:
if move_strafe:
if move_up:
speed = SPEED_RUN_UP_STRAFE
switch_animation(anim_swim_run)
elif move_down:
speed = SPEED_RUN_DOWN_STRAFE
switch_animation(anim_swim_run_backward)
else:
speed = SPEED_RUN_STRAFE
if input_x > 0.0:
switch_animation(anim_swim_strafe_left_walk)
else:
switch_animation(anim_swim_strafe_right_walk)
elif move_up:
speed = SPEED_RUN_UP
switch_animation(anim_swim_run)
else:
speed = SPEED_RUN_DOWN
if move_down:
switch_animation(anim_swim_run_backward)
else:
switch_animation(anim_swim_idle)
else:
if move_strafe:
if move_up:
speed = SPEED_WALK_UP_STRAFE
switch_animation(anim_swim_walk)
elif move_down:
speed = SPEED_WALK_DOWN_STRAFE
switch_animation(anim_swim_walk_backward)
else:
speed = SPEED_WALK_STRAFE
if input_x > 0.0:
switch_animation(anim_swim_strafe_left_walk)
else:
switch_animation(anim_swim_strafe_right_walk)
elif move_up:
speed = SPEED_WALK_UP
switch_animation(anim_swim_walk)
else:
speed = SPEED_WALK_DOWN
if move_down:
switch_animation(anim_swim_walk_backward)
else:
switch_animation(anim_swim_idle)
if input_x == 0.0 and input_y == 0.0:
if player_sit:
switch_animation(anim_swim_sitting_ground_idle)
else:
switch_animation(anim_swim_idle)
var direction = (transform.basis * Vector3(input_x, input_z, input_y)).normalized()
if direction:
motion_velocity.x = direction.x * speed * MUL_SPEED_SWIM
motion_velocity.y = direction.y * speed * MUL_SPEED_SWIM
motion_velocity.z = direction.z * speed * MUL_SPEED_SWIM
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, speed * MUL_SPEED_SWIM)
motion_velocity.y = move_toward(motion_velocity.y, 0, speed * MUL_SPEED_SWIM)
motion_velocity.z = move_toward(motion_velocity.z, 0, speed * MUL_SPEED_SWIM)
var col = move_and_slide()
if col == false and level_water <= get_position().y:
# force always under water (if not collision)
var tmp = get_position()
tmp.y = level_water
set_position(tmp)
elif col == true and get_position().y >= level_water - heigh_underwater:
switch_state(StatePlayer.WALK_WATER)
func _process( delta ):
match state_player:
StatePlayer.WALK_WATER:
_process_walk(delta)
StatePlayer.WALK:
_process_walk(delta)
StatePlayer.FLY:
_process_walk(delta)
StatePlayer.SWIM:
_process_walk(delta)
func _process_walk( delta ):
if reconciliate_rotate_camera_player:
var diff = camera_rotate_y - player_rotate_y
if diff > PI:
diff = camera_rotate_y - player_rotate_y - TAU
elif diff < -PI:
diff = camera_rotate_y - player_rotate_y + TAU
var absdiff = diff
if absdiff < 0.0:
absdiff = -absdiff
if absdiff <= 0.5 * delta:
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y = camera_rotate_y
else:
if diff >= 0.0:
diff = delta * SPEED_ROTATE
else:
diff = -delta * SPEED_ROTATE
rotate_y( diff )
$camera_root/horizontal_root.rotate_y( -diff )
player_rotate_y += diff
if player_rotate_y > PI:
player_rotate_y -= TAU
elif player_rotate_y <= -PI:
player_rotate_y += TAU
func enter_underwater():
# function called by Area3D (Water Object)
level_water = get_position().y
switch_state(StatePlayer.WALK_WATER)
func exit_underwater():
# function called by Area3D (Water Object)
switch_state(StatePlayer.WALK)