855 lines
28 KiB
Plaintext
855 lines
28 KiB
Plaintext
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[gd_scene load_steps=22 format=3 uid="uid://cc1m2a1obsyn4"]
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[ext_resource type="Script" path="res://godotsteam_sync_example/fpc/EditorModule.gd" id="3_v3ckk"]
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[ext_resource type="Script" path="res://godotsteam_sync_example/fpc/debug.gd" id="3_x1wcc"]
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[ext_resource type="Script" path="res://addons/godot_steam_sync/Network/RadomeSteamSync/SyncNode/TransformSync3D.gd" id="4_ch187"]
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[sub_resource type="GDScript" id="GDScript_r0lhh"]
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script/source = "
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# COPYRIGHT Colormatic Studios
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# MIT licence
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# Quality Godot First Person Controller v2
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extends CharacterBody3D
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var IS_OWNER : bool = false
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func make_owner():
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IS_OWNER = true
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$Head/Camera.current = true
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## The settings for the character's movement and feel.
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@export_category(\"Character\")
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## The speed that the character moves at without crouching or sprinting.
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@export var base_speed : float = 3.0
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## The speed that the character moves at when sprinting.
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@export var sprint_speed : float = 6.0
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## The speed that the character moves at when crouching.
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@export var crouch_speed : float = 1.0
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## How fast the character speeds up and slows down when Motion Smoothing is on.
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@export var acceleration : float = 10.0
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## How high the player jumps.
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@export var jump_velocity : float = 4.5
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## How far the player turns when the mouse is moved.
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@export var mouse_sensitivity : float = 0.1
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## Invert the Y input for mouse and joystick
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@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future
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## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
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@export var immobile : bool = false
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## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
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@export_file var default_reticle
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@export_group(\"Nodes\")
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## The node that holds the camera. This is rotated instead of the camera for mouse input.
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@export var HEAD : Node3D
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@export var CAMERA : Camera3D
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@export var HEADBOB_ANIMATION : AnimationPlayer
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@export var JUMP_ANIMATION : AnimationPlayer
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@export var CROUCH_ANIMATION : AnimationPlayer
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@export var COLLISION_MESH : CollisionShape3D
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@export_group(\"Controls\")
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# We are using UI controls because they are built into Godot Engine so they can be used right away
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@export var JUMP : String = \"ui_accept\"
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@export var LEFT : String = \"ui_left\"
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@export var RIGHT : String = \"ui_right\"
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@export var FORWARD : String = \"ui_up\"
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@export var BACKWARD : String = \"ui_down\"
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## By default this does not pause the game, but that can be changed in _process.
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@export var PAUSE : String = \"ui_cancel\"
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@export var CROUCH : String = \"crouch\"
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@export var SPRINT : String = \"sprint\"
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# Uncomment if you want controller support
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#@export var controller_sensitivity : float = 0.035
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#@export var LOOK_LEFT : String = \"look_left\"
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#@export var LOOK_RIGHT : String = \"look_right\"
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#@export var LOOK_UP : String = \"look_up\"
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#@export var LOOK_DOWN : String = \"look_down\"
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@export_group(\"Feature Settings\")
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## Enable or disable jumping. Useful for restrictive storytelling environments.
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@export var jumping_enabled : bool = true
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## Wether the player can move in the air or not.
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@export var in_air_momentum : bool = true
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## Smooths the feel of walking.
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@export var motion_smoothing : bool = true
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@export var sprint_enabled : bool = true
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@export var crouch_enabled : bool = true
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@export_enum(\"Hold to Crouch\", \"Toggle Crouch\") var crouch_mode : int = 0
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@export_enum(\"Hold to Sprint\", \"Toggle Sprint\") var sprint_mode : int = 0
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## Wether sprinting should effect FOV.
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@export var dynamic_fov : bool = true
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## If the player holds down the jump button, should the player keep hopping.
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@export var continuous_jumping : bool = true
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## Enables the view bobbing animation.
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@export var view_bobbing : bool = true
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## Enables an immersive animation when the player jumps and hits the ground.
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@export var jump_animation : bool = true
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## This determines wether the player can use the pause button, not wether the game will actually pause.
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@export var pausing_enabled : bool = true
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## Use with caution.
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@export var gravity_enabled : bool = true
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# Member variables
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var speed : float = base_speed
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var current_speed : float = 0.0
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# States: normal, crouching, sprinting
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var state : String = \"normal\"
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var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
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var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
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# The reticle should always have a Control node as the root
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var RETICLE : Control
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# Get the gravity from the project settings to be synced with RigidBody nodes
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var gravity : float = ProjectSettings.get_setting(\"physics/3d/default_gravity\") # Don't set this as a const, see the gravity section in _physics_process
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# Stores mouse input for rotating the camera in the phyhsics process
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var mouseInput : Vector2 = Vector2(0,0)
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func _ready():
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if IS_OWNER:
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#It is safe to comment this line if your game doesn't start with the mouse captured
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
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HEAD.rotation.y = rotation.y
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rotation.y = 0
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if default_reticle:
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change_reticle(default_reticle)
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# Reset the camera position
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# If you want to change the default head height, change these animations.
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HEADBOB_ANIMATION.play(\"RESET\")
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JUMP_ANIMATION.play(\"RESET\")
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CROUCH_ANIMATION.play(\"RESET\")
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check_controls()
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func check_controls(): # If you add a control, you might want to add a check for it here.
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# The actions are being disabled so the engine doesn't halt the entire project in debug mode
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if IS_OWNER:
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if !InputMap.has_action(JUMP):
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push_error(\"No control mapped for jumping. Please add an input map control. Disabling jump.\")
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jumping_enabled = false
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if !InputMap.has_action(LEFT):
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push_error(\"No control mapped for move left. Please add an input map control. Disabling movement.\")
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immobile = true
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if !InputMap.has_action(RIGHT):
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push_error(\"No control mapped for move right. Please add an input map control. Disabling movement.\")
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immobile = true
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if !InputMap.has_action(FORWARD):
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push_error(\"No control mapped for move forward. Please add an input map control. Disabling movement.\")
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immobile = true
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if !InputMap.has_action(BACKWARD):
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push_error(\"No control mapped for move backward. Please add an input map control. Disabling movement.\")
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immobile = true
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if !InputMap.has_action(PAUSE):
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push_error(\"No control mapped for pause. Please add an input map control. Disabling pausing.\")
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pausing_enabled = false
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if !InputMap.has_action(CROUCH):
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push_error(\"No control mapped for crouch. Please add an input map control. Disabling crouching.\")
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crouch_enabled = false
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if !InputMap.has_action(SPRINT):
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push_error(\"No control mapped for sprint. Please add an input map control. Disabling sprinting.\")
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sprint_enabled = false
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func change_reticle(reticle): # Yup, this function is kinda strange
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if IS_OWNER:
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if RETICLE:
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RETICLE.queue_free()
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RETICLE = load(reticle).instantiate()
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RETICLE.character = self
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$UserInterface.add_child(RETICLE)
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func _physics_process(delta):
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if IS_OWNER:
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# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
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current_speed = Vector3.ZERO.distance_to(get_real_velocity())
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$UserInterface/DebugPanel.add_property(\"Speed\", snappedf(current_speed, 0.001), 1)
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$UserInterface/DebugPanel.add_property(\"Target speed\", speed, 2)
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var cv : Vector3 = get_real_velocity()
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var vd : Array[float] = [
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snappedf(cv.x, 0.001),
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snappedf(cv.y, 0.001),
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snappedf(cv.z, 0.001)
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]
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var readable_velocity : String = \"X: \" + str(vd[0]) + \" Y: \" + str(vd[1]) + \" Z: \" + str(vd[2])
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$UserInterface/DebugPanel.add_property(\"Velocity\", readable_velocity, 3)
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# Gravity
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#gravity = ProjectSettings.get_setting(\"physics/3d/default_gravity\") # If the gravity changes during your game, uncomment this code
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if not is_on_floor() and gravity and gravity_enabled:
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velocity.y -= gravity * delta
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handle_jumping()
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var input_dir = Vector2.ZERO
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if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
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input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
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handle_movement(delta, input_dir)
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handle_head_rotation()
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# The player is not able to stand up if the ceiling is too low
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low_ceiling = $CrouchCeilingDetection.is_colliding()
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handle_state(input_dir)
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if dynamic_fov: # This may be changed to an AnimationPlayer
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update_camera_fov()
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if view_bobbing:
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headbob_animation(input_dir)
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if jump_animation:
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if !was_on_floor and is_on_floor(): # The player just landed
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match randi() % 2: #TODO: Change this to detecting velocity direction
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0:
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JUMP_ANIMATION.play(\"land_left\", 0.25)
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1:
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JUMP_ANIMATION.play(\"land_right\", 0.25)
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was_on_floor = is_on_floor() # This must always be at the end of physics_process
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func handle_jumping():
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if IS_OWNER:
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if jumping_enabled:
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if continuous_jumping: # Hold down the jump button
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if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
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if jump_animation:
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JUMP_ANIMATION.play(\"jump\", 0.25)
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velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
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else:
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if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
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if jump_animation:
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JUMP_ANIMATION.play(\"jump\", 0.25)
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velocity.y += jump_velocity
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func handle_movement(delta, input_dir):
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if IS_OWNER:
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var direction = input_dir.rotated(-HEAD.rotation.y)
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direction = Vector3(direction.x, 0, direction.y)
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move_and_slide()
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if in_air_momentum:
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if is_on_floor():
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if motion_smoothing:
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velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
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else:
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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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if motion_smoothing:
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velocity.x = lerp(velocity.x, direction.x * speed, acceleration * delta)
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velocity.z = lerp(velocity.z, direction.z * speed, acceleration * delta)
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else:
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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func handle_head_rotation():
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if IS_OWNER:
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HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
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if invert_mouse_y:
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HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
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else:
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HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
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# Uncomment for controller support
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#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
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#HEAD.rotation.x += controller_view_rotation.x
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#if invert_mouse_y:
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#HEAD.rotation.y += controller_view_rotation.y * -1.0
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#else:
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#HEAD.rotation.y += controller_view_rotation.y
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mouseInput = Vector2(0,0)
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HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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func handle_state(moving):
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if IS_OWNER:
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if sprint_enabled:
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if sprint_mode == 0:
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if Input.is_action_pressed(SPRINT) and state != \"crouching\":
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if moving:
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if state != \"sprinting\":
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enter_sprint_state()
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else:
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if state == \"sprinting\":
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enter_normal_state()
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elif state == \"sprinting\":
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enter_normal_state()
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elif sprint_mode == 1:
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if moving:
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# If the player is holding sprint before moving, handle that cenerio
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if Input.is_action_pressed(SPRINT) and state == \"normal\":
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enter_sprint_state()
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if Input.is_action_just_pressed(SPRINT):
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match state:
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\"normal\":
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enter_sprint_state()
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\"sprinting\":
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enter_normal_state()
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elif state == \"sprinting\":
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enter_normal_state()
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if crouch_enabled:
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if crouch_mode == 0:
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if Input.is_action_pressed(CROUCH) and state != \"sprinting\":
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if state != \"crouching\":
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enter_crouch_state()
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elif state == \"crouching\" and !$CrouchCeilingDetection.is_colliding():
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enter_normal_state()
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elif crouch_mode == 1:
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if Input.is_action_just_pressed(CROUCH):
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match state:
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\"normal\":
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enter_crouch_state()
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\"crouching\":
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if !$CrouchCeilingDetection.is_colliding():
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enter_normal_state()
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# Any enter state function should only be called once when you want to enter that state, not every frame.
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func enter_normal_state():
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if IS_OWNER:
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#print(\"entering normal state\")
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var prev_state = state
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if prev_state == \"crouching\":
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CROUCH_ANIMATION.play_backwards(\"crouch\")
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state = \"normal\"
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speed = base_speed
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func enter_crouch_state():
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if IS_OWNER:
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#print(\"entering crouch state\")
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var prev_state = state
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state = \"crouching\"
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speed = crouch_speed
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CROUCH_ANIMATION.play(\"crouch\")
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func enter_sprint_state():
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if IS_OWNER:
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#print(\"entering sprint state\")
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var prev_state = state
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if prev_state == \"crouching\":
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CROUCH_ANIMATION.play_backwards(\"crouch\")
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state = \"sprinting\"
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speed = sprint_speed
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func update_camera_fov():
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if IS_OWNER:
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if state == \"sprinting\":
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CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3)
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else:
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CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3)
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func headbob_animation(moving):
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if IS_OWNER:
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if moving and is_on_floor():
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var use_headbob_animation : String
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match state:
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\"normal\",\"crouching\":
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use_headbob_animation = \"walk\"
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\"sprinting\":
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use_headbob_animation = \"sprint\"
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var was_playing : bool = false
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if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
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was_playing = true
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HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
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HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
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if !was_playing:
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HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
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# Let me explain that piece of code because it looks like it does the opposite of what it actually does.
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# The headbob animation has two starting positions. One is at 0 and the other is at 1.
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# randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
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# This code is extremely performant but it makes no sense.
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else:
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if HEADBOB_ANIMATION.current_animation == \"sprint\" or HEADBOB_ANIMATION.current_animation == \"walk\":
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HEADBOB_ANIMATION.speed_scale = 1
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||
|
HEADBOB_ANIMATION.play(\"RESET\", 1)
|
||
|
|
||
|
|
||
|
func _process(delta):
|
||
|
if IS_OWNER:
|
||
|
$UserInterface/DebugPanel.add_property(\"FPS\", Performance.get_monitor(Performance.TIME_FPS), 0)
|
||
|
var status : String = state
|
||
|
if !is_on_floor():
|
||
|
status += \" in the air\"
|
||
|
$UserInterface/DebugPanel.add_property(\"State\", status, 4)
|
||
|
|
||
|
if pausing_enabled:
|
||
|
if Input.is_action_just_pressed(PAUSE):
|
||
|
# You may want another node to handle pausing, because this player may get paused too.
|
||
|
match Input.mouse_mode:
|
||
|
Input.MOUSE_MODE_CAPTURED:
|
||
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||
|
#get_tree().paused = false
|
||
|
Input.MOUSE_MODE_VISIBLE:
|
||
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||
|
#get_tree().paused = false
|
||
|
|
||
|
|
||
|
func _unhandled_input(event : InputEvent):
|
||
|
if IS_OWNER:
|
||
|
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||
|
mouseInput.x += event.relative.x
|
||
|
mouseInput.y += event.relative.y
|
||
|
# Toggle debug menu
|
||
|
elif event is InputEventKey:
|
||
|
if event.is_released():
|
||
|
# Where we're going, we don't need InputMap
|
||
|
if event.keycode == 4194338: # F7
|
||
|
$UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
|
||
|
"
|
||
|
|
||
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
|
||
|
albedo_color = Color(0.909804, 0.596078, 0, 1)
|
||
|
clearcoat_enabled = true
|
||
|
clearcoat_roughness = 0.2
|
||
|
|
||
|
[sub_resource type="CapsuleMesh" id="CapsuleMesh_jw1de"]
|
||
|
material = SubResource("StandardMaterial3D_kp17n")
|
||
|
|
||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_j8cx7"]
|
||
|
resource_name = "RESET"
|
||
|
length = 0.001
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Mesh:scale")
|
||
|
tracks/0/interp = 2
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(1, 1, 1)]
|
||
|
}
|
||
|
tracks/1/type = "value"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Collision:scale")
|
||
|
tracks/1/interp = 2
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(1, 1, 1)]
|
||
|
}
|
||
|
tracks/2/type = "value"
|
||
|
tracks/2/imported = false
|
||
|
tracks/2/enabled = true
|
||
|
tracks/2/path = NodePath("Mesh:position")
|
||
|
tracks/2/interp = 2
|
||
|
tracks/2/loop_wrap = true
|
||
|
tracks/2/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1, 0)]
|
||
|
}
|
||
|
tracks/3/type = "value"
|
||
|
tracks/3/imported = false
|
||
|
tracks/3/enabled = true
|
||
|
tracks/3/path = NodePath("Collision:position")
|
||
|
tracks/3/interp = 2
|
||
|
tracks/3/loop_wrap = true
|
||
|
tracks/3/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1, 0)]
|
||
|
}
|
||
|
tracks/4/type = "value"
|
||
|
tracks/4/imported = false
|
||
|
tracks/4/enabled = true
|
||
|
tracks/4/path = NodePath("Head:position")
|
||
|
tracks/4/interp = 2
|
||
|
tracks/4/loop_wrap = true
|
||
|
tracks/4/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1.5, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_5ec5e"]
|
||
|
resource_name = "crouch"
|
||
|
length = 0.2
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Mesh:scale")
|
||
|
tracks/0/interp = 2
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.2),
|
||
|
"transitions": PackedFloat32Array(1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
|
||
|
}
|
||
|
tracks/1/type = "value"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Collision:scale")
|
||
|
tracks/1/interp = 2
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.2),
|
||
|
"transitions": PackedFloat32Array(1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
|
||
|
}
|
||
|
tracks/2/type = "value"
|
||
|
tracks/2/imported = false
|
||
|
tracks/2/enabled = true
|
||
|
tracks/2/path = NodePath("Mesh:position")
|
||
|
tracks/2/interp = 2
|
||
|
tracks/2/loop_wrap = true
|
||
|
tracks/2/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.2),
|
||
|
"transitions": PackedFloat32Array(1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
|
||
|
}
|
||
|
tracks/3/type = "value"
|
||
|
tracks/3/imported = false
|
||
|
tracks/3/enabled = true
|
||
|
tracks/3/path = NodePath("Collision:position")
|
||
|
tracks/3/interp = 2
|
||
|
tracks/3/loop_wrap = true
|
||
|
tracks/3/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.2),
|
||
|
"transitions": PackedFloat32Array(1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
|
||
|
}
|
||
|
tracks/4/type = "value"
|
||
|
tracks/4/imported = false
|
||
|
tracks/4/enabled = true
|
||
|
tracks/4/path = NodePath("Head:position")
|
||
|
tracks/4/interp = 2
|
||
|
tracks/4/loop_wrap = true
|
||
|
tracks/4/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.2),
|
||
|
"transitions": PackedFloat32Array(1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
|
||
|
_data = {
|
||
|
"RESET": SubResource("Animation_j8cx7"),
|
||
|
"crouch": SubResource("Animation_5ec5e")
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_gh776"]
|
||
|
resource_name = "RESET"
|
||
|
length = 0.001
|
||
|
loop_mode = 1
|
||
|
tracks/0/type = "bezier"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:position:x")
|
||
|
tracks/0/interp = 1
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"handle_modes": PackedInt32Array(0),
|
||
|
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0)
|
||
|
}
|
||
|
tracks/1/type = "bezier"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position:y")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"handle_modes": PackedInt32Array(0),
|
||
|
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0)
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_8ku67"]
|
||
|
resource_name = "sprint"
|
||
|
length = 2.0
|
||
|
loop_mode = 1
|
||
|
tracks/0/type = "bezier"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:position:x")
|
||
|
tracks/0/interp = 1
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
|
||
|
"points": PackedFloat32Array(0.06, -0.25, 0, 0.25, -0.01, 0, 0, 0, 0, 0, -0.06, -0.25, 0.01, 0.25, 0.01, 0, 0, 0, 0, 0, 0.06, -0.25, -0.01, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||
|
}
|
||
|
tracks/1/type = "bezier"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position:y")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
|
||
|
"points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_lrqmv"]
|
||
|
resource_name = "walk"
|
||
|
length = 2.0
|
||
|
loop_mode = 1
|
||
|
tracks/0/type = "bezier"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:position:x")
|
||
|
tracks/0/interp = 1
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
|
||
|
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||
|
}
|
||
|
tracks/1/type = "bezier"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position:y")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
|
||
|
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
|
||
|
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
|
||
|
}
|
||
|
|
||
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
|
||
|
_data = {
|
||
|
"RESET": SubResource("Animation_gh776"),
|
||
|
"sprint": SubResource("Animation_8ku67"),
|
||
|
"walk": SubResource("Animation_lrqmv")
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_fvvjq"]
|
||
|
length = 0.001
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:rotation")
|
||
|
tracks/0/interp = 1
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0)]
|
||
|
}
|
||
|
tracks/1/type = "value"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"times": PackedFloat32Array(0),
|
||
|
"transitions": PackedFloat32Array(1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_s07ye"]
|
||
|
resource_name = "jump"
|
||
|
length = 3.0
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:rotation")
|
||
|
tracks/0/interp = 2
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.6, 3),
|
||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_l1rph"]
|
||
|
resource_name = "land_left"
|
||
|
length = 1.5
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:rotation")
|
||
|
tracks/0/interp = 2
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
|
||
|
}
|
||
|
tracks/1/type = "value"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Animation" id="Animation_vsknp"]
|
||
|
resource_name = "land_right"
|
||
|
length = 1.5
|
||
|
tracks/0/type = "value"
|
||
|
tracks/0/imported = false
|
||
|
tracks/0/enabled = true
|
||
|
tracks/0/path = NodePath("Camera:rotation")
|
||
|
tracks/0/interp = 2
|
||
|
tracks/0/loop_wrap = true
|
||
|
tracks/0/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
|
||
|
}
|
||
|
tracks/1/type = "value"
|
||
|
tracks/1/imported = false
|
||
|
tracks/1/enabled = true
|
||
|
tracks/1/path = NodePath("Camera:position")
|
||
|
tracks/1/interp = 1
|
||
|
tracks/1/loop_wrap = true
|
||
|
tracks/1/keys = {
|
||
|
"times": PackedFloat32Array(0, 0.5, 1.5),
|
||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||
|
"update": 0,
|
||
|
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
|
||
|
}
|
||
|
|
||
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
|
||
|
_data = {
|
||
|
"RESET": SubResource("Animation_fvvjq"),
|
||
|
"jump": SubResource("Animation_s07ye"),
|
||
|
"land_left": SubResource("Animation_l1rph"),
|
||
|
"land_right": SubResource("Animation_vsknp")
|
||
|
}
|
||
|
|
||
|
[sub_resource type="Theme" id="Theme_wdf0f"]
|
||
|
MarginContainer/constants/margin_bottom = 10
|
||
|
MarginContainer/constants/margin_left = 10
|
||
|
MarginContainer/constants/margin_right = 10
|
||
|
MarginContainer/constants/margin_top = 10
|
||
|
|
||
|
[sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"]
|
||
|
|
||
|
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
|
||
|
collision_layer = 2
|
||
|
collision_mask = 3
|
||
|
script = SubResource("GDScript_r0lhh")
|
||
|
default_reticle = "res://godotsteam_sync_example/fpc/reticles/reticle_1.tscn"
|
||
|
HEAD = NodePath("Head")
|
||
|
CAMERA = NodePath("Head/Camera")
|
||
|
HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
|
||
|
JUMP_ANIMATION = NodePath("Head/JumpAnimation")
|
||
|
CROUCH_ANIMATION = NodePath("CrouchAnimation")
|
||
|
COLLISION_MESH = NodePath("Collision")
|
||
|
JUMP = "jump"
|
||
|
LEFT = "left"
|
||
|
RIGHT = "right"
|
||
|
FORWARD = "forward"
|
||
|
BACKWARD = "backward"
|
||
|
PAUSE = "pause"
|
||
|
|
||
|
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||
|
mesh = SubResource("CapsuleMesh_jw1de")
|
||
|
|
||
|
[node name="Collision" type="CollisionShape3D" parent="."]
|
||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||
|
shape = SubResource("CapsuleShape3D_uy03j")
|
||
|
|
||
|
[node name="CrouchAnimation" type="AnimationPlayer" parent="."]
|
||
|
libraries = {
|
||
|
"": SubResource("AnimationLibrary_5e5t5")
|
||
|
}
|
||
|
|
||
|
[node name="Head" type="Node3D" parent="."]
|
||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
|
||
|
|
||
|
[node name="Camera" type="Camera3D" parent="Head"]
|
||
|
|
||
|
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
|
||
|
libraries = {
|
||
|
"": SubResource("AnimationLibrary_o0unb")
|
||
|
}
|
||
|
blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
|
||
|
|
||
|
[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
|
||
|
libraries = {
|
||
|
"": SubResource("AnimationLibrary_qeg5r")
|
||
|
}
|
||
|
speed_scale = 4.0
|
||
|
|
||
|
[node name="UserInterface" type="Control" parent="."]
|
||
|
layout_mode = 3
|
||
|
anchors_preset = 15
|
||
|
anchor_right = 1.0
|
||
|
anchor_bottom = 1.0
|
||
|
grow_horizontal = 2
|
||
|
grow_vertical = 2
|
||
|
mouse_filter = 1
|
||
|
|
||
|
[node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
|
||
|
visible = false
|
||
|
layout_mode = 0
|
||
|
offset_left = 10.0
|
||
|
offset_top = 10.0
|
||
|
offset_right = 453.0
|
||
|
offset_bottom = 50.0
|
||
|
theme = SubResource("Theme_wdf0f")
|
||
|
script = ExtResource("3_x1wcc")
|
||
|
|
||
|
[node name="MarginContainer" type="MarginContainer" parent="UserInterface/DebugPanel"]
|
||
|
layout_mode = 2
|
||
|
|
||
|
[node name="VBoxContainer" type="VBoxContainer" parent="UserInterface/DebugPanel/MarginContainer"]
|
||
|
layout_mode = 2
|
||
|
|
||
|
[node name="CrouchCeilingDetection" type="ShapeCast3D" parent="."]
|
||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||
|
shape = SubResource("SphereShape3D_k4wwl")
|
||
|
target_position = Vector3(0, 0.5, 0)
|
||
|
|
||
|
[node name="EditorModule" type="Node" parent="."]
|
||
|
script = ExtResource("3_v3ckk")
|
||
|
|
||
|
[node name="TransformSync3D" type="Node" parent="." node_paths=PackedStringArray("object_player")]
|
||
|
script = ExtResource("4_ch187")
|
||
|
object_player = NodePath("..")
|