khanat-client/scenes/player/playerB.gd

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GDScript3
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extends Spatial
var animation_object:AnimationPlayer = null
var rotation_speed_factor = 0.01
var orientation = 0.0
var direction = Vector3.ZERO
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var velocity: = Vector3.ZERO
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var rotatex = 0.0
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var move_run: bool = false
var move_toggle_run: bool = false
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export var gravity = -9.0
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enum ACTION {
idle,
walk,
run,
scan,
teleport,
}
var current_action = ACTION.idle
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func search_animation( obj ) -> bool:
var ret:bool = false
for i in obj.get_children():
if i.get_name() == "AnimationPlayer":
animation_object = i
return true
else:
ret = search_animation(i)
if ret == true:
return ret
return false
# Called when the node enters the scene tree for the first time.
func _ready():
match Globals.player['Race']:
"arche":
self.change_creature( "res://scenes/player/creature_raference.tscn" )
"isidor":
self.change_creature( "res://scenes/player/creature_raference.tscn" )
"raference":
self.change_creature( "res://scenes/player/creature_raference.tscn" )
_:
self.change_creature( "res://scenes/player/creature_raference.tscn" )
# search_animation($character)
# Globals.player['blend_shape']
update_blend_shapes($creature, Globals.player['blend_shape'])
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current_action = ACTION.idle
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var idlename = "idle"
if $creature.has_method("get_animation_idle"):
idlename = $creature.get_animation_idle()
self.rotation_speed_factor = $creature.rotation_speed_factor
animation_object.play( idlename )
animation_object.connect("animation_finished", self, "_on_AnimationPlayer_animation_finished")
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func update_animation(action, anim_name):
# Change animation if we need
if current_action != action:
current_action = action
animation_object.play( anim_name )
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func _on_AnimationPlayer_animation_finished(anim_name):
Config.msg_debug( "{" + self.name + "} Animation finished:" + anim_name)
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animation_object.play( anim_name )
func change_creature( new_model_path ):
if $creature:
var old_model = $creature
self.remove_child( old_model )
old_model.queue_free()
self.animation_object = null
var new_model = load( new_model_path )
if new_model:
new_model = new_model.instance()
new_model.name = "creature"
self.add_child( new_model )
#new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
# new_model.duplicate_meshes()
search_animation( new_model )
func update_blend_shapes( obj , param):
#blend_shapes = {}
update_blend_shapes_step(obj, param, "")
pass
func update_blend_shapes_step( obj, param, father = "" ):
for i in obj.get_children():
var root = father + str(i.name) + "."
if i is MeshInstance:
for key in i.get_property_list():
if key.name.substr(0, 13) == "blend_shapes/":
var blend = key.name.substr(13)
if param.has(blend):
i.set( "blend_shapes/"+blend, param[blend] )
update_blend_shapes_step( i, param, root)
static func get_input_direction() -> Vector3:
return Vector3(
Input.get_action_strength("move_strafe_right") - Input.get_action_strength("move_strafe_left"),
0,
Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
)
func _process( delta ):
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#Config.msg_info( "B:" + str(Input.get_action_strength("move_backward")) + " F:" + str(Input.get_action_strength("move_forward") ))
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# $character.direction = self.get_input_direction()
#self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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$creature.rotate_y( self.rotation_speed_factor * self.orientation )
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var input_direction: = self.get_input_direction()
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var forwards: Vector3 = $creature/camera_tps.global_transform.basis.z * input_direction.z
var right: Vector3 = $creature/camera_tps.global_transform.basis.x * input_direction.x
var move_direction: = forwards + right
if move_direction.length() > 1.0:
move_direction = move_direction.normalized()
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var step_move
if (self.move_toggle_run or Input.get_action_strength("move_run")) and input_direction.z < 0.0:
self.move_run = true
step_move = $creature.run_speed
else:
self.move_run = false
step_move = $creature.move_speed
move_direction = step_move * move_direction
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move_direction.y = 0
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# Movement
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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# Config.msg_info("move_direction X:" + str(move_direction.x) + " Y:" + str(move_direction.y) + " Z:" + str(move_direction.z))
# Config.msg_info("velocity X:" + str(velocity.x) + " Y:" + str(velocity.y) + " Z:" + str(velocity.z))
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velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
var pos : Vector3 = $creature.get_global_transform().origin
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Config.msg_info("pos X:" + str(pos.x) + " Y:" + str(pos.y) + " Z:" + str(pos.z) + " run:" + str(Input.get_action_strength("move_run")) + str(Input.get_action_strength("move_toggle_run")) )
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if input_direction:
if not input_direction.z == 0.0:
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if input_direction.z < 0.0:
if self.move_run:
update_animation( ACTION.run, $creature.animation_run )
else:
update_animation( ACTION.walk, $creature.animation_walk )
else:
update_animation( ACTION.idle, $creature.get_animation_idle() )
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elif input_direction.x > 0.0:
# $model/ra/model/AnimationPlayer.play( "strafe_right" )
update_animation( ACTION.idle, $creature.get_animation_idle() )
elif input_direction.x < 0.0:
# $model/ra/model/AnimationPlayer.play( "strafe_left" )
update_animation( ACTION.idle, $creature.get_animation_idle() )
else:
update_animation( ACTION.idle, $creature.get_animation_idle() )
else:
# $model/ra/model/AnimationPlayer.play( "idle" )
update_animation( ACTION.idle, $creature.get_animation_idle() )
pass
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func calculate_velocity(
velocity_current: Vector3,
move_direction: Vector3,
delta: float
) -> Vector3:
var velocity_new = Vector3.ZERO
velocity_new = move_direction
velocity_new *= $creature.move_speed
if velocity_new.length() > $creature.max_speed:
velocity_new = velocity_new.normalized() * $creature.max_speed
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velocity_new.y = velocity_current.y + gravity * delta
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return velocity_new
func _input( event ):
# Config.msg_debug(str(event))
self.direction = self.get_input_direction()
if not Input.is_key_pressed( KEY_SHIFT ):
self.orientation = (Input.get_action_strength("move_turn_left") - Input.get_action_strength("move_turn_right"))
else:
self.orientation = 0.0
if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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# self.rotate_y( event.relative.x *0.01 )
$creature.rotate_y( event.relative.x *0.01 )
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if $creature/camera_fps.current:
# On FPS - we can move head to see up or down
var current = $creature/camera_fps.get_rotation()
# Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y))
if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) :
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var sum = event.relative.y *0.01
rotatex += sum
$creature/camera_fps.rotate_x( sum )
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elif event.is_action_pressed("move_toggle_run"):
self.move_toggle_run = ! self.move_toggle_run
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elif event.is_action_pressed( "camera_switch" ):
if $creature/camera_tps.current:
# Reset angle X for camera
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$creature/camera_fps.rotate_x( - rotatex )
rotatex = 0.0
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$creature/camera_fps.make_current()
else:
$creature/camera_tps.make_current()
elif event.is_action_pressed("menu"):
get_tree().quit()