75 lines
1.7 KiB
GDScript
75 lines
1.7 KiB
GDScript
extends CharacterBody3D
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class_name Player
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var _input: PlayerInputData = null
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var input: PlayerInputData:
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set(v):
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if _input != null:
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_input.drop.disconnect(drop)
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_input.claimed = false
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_input = v
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if _input != null:
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_input.drop.connect(drop)
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_input.claimed = true
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get:
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return _input
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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enum initial {
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fox,
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vole,
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}
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@export var initial_model: initial
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@onready var model = %vole if initial_model == initial.vole else %fox
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func drop():
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_input = null
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func _ready() -> void:
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%vole.visible = false
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%fox.visible = false
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model.visible = true
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if model == %vole:
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$VoleShape.visible = true
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$FoxShape.visible = false
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else:
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$VoleShape.visible = false
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$FoxShape.visible = true
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func _physics_process(delta: float) -> void:
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if global_transform.origin.y < -100.0:
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queue_free()
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if not model.is_busy():
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if not is_on_floor():
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velocity.y = -10.0
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else:
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velocity.y = 0.0
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if input == null:
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return
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if not model.is_busy():
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var direction := input.walk_dir
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if direction.length() > 0.01:
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var target := global_transform.looking_at(global_position + input.walk_dir, Vector3(0.0, 1.0, 0.0)).basis.get_euler().y
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var current_euler := global_basis.get_euler()
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current_euler.y = lerp_angle(current_euler.y, target, delta * 20.0)
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global_basis = Basis.from_euler(current_euler)
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model.walk()
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else:
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model.idle()
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if input.jumping:
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model.pounce()
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position += model.global_transform.basis * model.root_motion()
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move_and_slide()
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