112 lines
3.7 KiB
GDScript
112 lines
3.7 KiB
GDScript
class_name Player extends CharacterBody3D
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@export_category("Player")
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@export_range(1, 35, 1) var speed: float = 5.0
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@export_range(10, 400, 1) var acceleration: float = 100.0
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@export_range(0.1, 3.0, 0.1) var jump_height: float = 1.0
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@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1.0
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@export_range(0.1, 3.0, 0.1, "or_greater") var joystick_camera_sens_multiplier: float = 5.0
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@export var camera: Camera3D
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@export var neck: Node3D
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@export var body: Node3D
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@export var head: Node3D
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var jumping: bool = false
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var is_using_joystick: bool = false
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var move_dir: Vector2 # Input direction for movement
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var look_dir: Vector2 # Input direction for look/aim
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var walk_vel: Vector3 # Walking velocity
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var grav_vel: Vector3 # Gravity velocity
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var jump_vel: Vector3 # Jumping velocity
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func _ready():
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if is_multiplayer_authority():
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print("-> [%s] Authority granted. Setting up camera and input." % name)
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camera.make_current()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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$Mesh.hide()
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$Label3D.hide()
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head.hide()
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func set_player_name(peer_id: String, player_name: String):
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name = peer_id
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$Label3D.text = player_name
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func _input(event):
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if is_multiplayer_authority():
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion:
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is_using_joystick = false
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look_dir = event.relative * 0.001
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_rotate_camera()
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elif event is InputEventJoypadMotion:
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is_using_joystick = true
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if Input.is_action_just_pressed("jump"):
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jumping = true
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if event.is_action_pressed("esc") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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elif event.is_action_pressed("esc") and not Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta: float) -> void:
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if is_multiplayer_authority():
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velocity = walk(delta) + _gravity(delta) + _jump(delta)
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global_rotation.x = 0.0
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global_rotation.z = 0.0
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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_handle_joypad_camera_rotation(delta)
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move_and_slide()
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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if is_multiplayer_authority():
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var camera_sens_final = camera_sens
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if is_using_joystick:
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camera_sens_final = camera_sens * joystick_camera_sens_multiplier
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rotation.y -= look_dir.x * camera_sens_final * sens_mod
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neck.rotation.x = clamp(neck.rotation.x - look_dir.y * camera_sens_final * sens_mod, -1.5, 1.5)
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func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void:
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var joypad_dir: Vector2 = Input.get_vector("look_left","look_right","look_up","look_down")
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if joypad_dir.length() > 0:
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look_dir += joypad_dir * delta
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_rotate_camera(sens_mod)
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look_dir = Vector2.ZERO
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func walk(delta: float) -> Vector3:
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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move_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var _forward: Vector3 = neck.global_transform.basis * Vector3(move_dir.x, 0, move_dir.y)
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var walk_dir: Vector3 = Vector3(_forward.x, 0, _forward.z).normalized()
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walk_vel = walk_vel.move_toward(walk_dir * speed * move_dir.length(), acceleration * delta)
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return walk_vel
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func _gravity(delta: float) -> Vector3:
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grav_vel = Vector3.ZERO if is_on_floor() else grav_vel.move_toward(Vector3(0, velocity.y - gravity, 0), gravity * delta)
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return grav_vel
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func _jump(delta: float) -> Vector3:
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if jumping:
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if is_on_floor(): jump_vel = Vector3(0, sqrt(4 * jump_height * gravity), 0)
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jumping = false
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return jump_vel
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jump_vel = Vector3.ZERO if is_on_floor() else jump_vel.move_toward(Vector3.ZERO, gravity * delta)
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return jump_vel
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