133 lines
5.4 KiB
GDScript
133 lines
5.4 KiB
GDScript
extends "res://ressources/scripts/entity.gd"
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onready var player = $model/ra
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onready var camera = $model/ra/spring_arm
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onready var skin = $model/ra/model
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export var sprint_speed = 10.0
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export var max_speed: = 12.0
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export var move_speed: = 5.0
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export var gravity = -100.0
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export var jump_impulse = 25
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export(float, 0.1, 20.0, 0.1) var rotation_speed_factor: = 0.01
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var velocity: = Vector3.ZERO
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var _is_sprinting = false
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func _ready():
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# $camera.make_current()
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$model/ra/spring_arm/camera.make_current()
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func _input( event ):
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if event.is_action_pressed( "toggle_sprint" ):
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self._is_sprinting = not self._is_sprinting
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func _process( delta ):
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var input_direction: = self.get_input_direction()
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# Calculate a move direction vector relative to the camera
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# The basis stores the (right, up, -forwards) vectors of our camera.
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var forwards: Vector3 = self.camera.global_transform.basis.z * input_direction.z
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var right: Vector3 = self.camera.global_transform.basis.x * input_direction.x
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var move_direction: = forwards + right
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if move_direction.length() > 1.0:
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move_direction = move_direction.normalized()
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move_direction.y = 0
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# skin.move_direction = move_direction
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# Rotation
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# if move_direction:
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# var target_direction = player.transform.looking_at(player.global_transform.origin + move_direction, Vector3.UP)
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# player.transform = player.transform.interpolate_with(target_direction, rotation_speed_factor * delta)
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player.rotate_y( rotation_speed_factor * (Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")) )
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# Movement
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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velocity = player.move_and_slide(velocity, Vector3.UP, true)
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if input_direction:
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if not input_direction.z == 0.0:
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if self.is_sprinting():
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$model/ra/model/AnimationPlayer.play( "run" )
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else:
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$model/ra/model/AnimationPlayer.play( "walk" )
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elif input_direction.x > 0.0:
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$model/ra/model/AnimationPlayer.play( "strafe_right" )
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elif input_direction.x < 0.0:
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$model/ra/model/AnimationPlayer.play( "strafe_left" )
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else:
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$model/ra/model/AnimationPlayer.play( "idle" )
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static func get_input_direction() -> Vector3:
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return Vector3(
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Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
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0,
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Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
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)
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func calculate_velocity(
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velocity_current: Vector3,
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move_direction: Vector3,
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delta: float
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) -> Vector3:
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var velocity_new := move_direction
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if self.is_sprinting():
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velocity_new *= sprint_speed
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else:
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velocity_new *= move_speed
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if velocity_new.length() > max_speed:
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velocity_new = velocity_new.normalized() * max_speed
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velocity_new.y = velocity_current.y + gravity * delta
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return velocity_new
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func load_creature( filename ):
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self.creature = Creatures.Ra.new()
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self.creature.from_file( filename )
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# # version statique.
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# $model/ra/model/body.set( "blend_shapes/Boobs", self.creature.female_boobs )
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# $model/ra/model/body.set( "blend_shapes/Female_hip", self.creature.female_hip )
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# $model/ra/model/body.set( "blend_shapes/Male_Pack", self.creature.male_pack )
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# $model/ra/model/body.set( "blend_shapes/Male_Throat", self.creature.male_throat )
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# $model/ra/model/body.set( "blend_shapes/Pregnant", self.creature.female_pregnant )
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# $model/ra/model/body.set( "blend_shapes/Pregnant", self.creature.female_pregnant )
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# $model/ra/model/body.get_surface_material( 0 ).set_shader_param( "albedo", self.creature.color )
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#
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# Version animée.
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Boobs", self.creature.female_boobs )
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Female_hip", self.creature.female_hip )
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Male_Pack", self.creature.male_pack )
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Male_Throat", self.creature.male_throat )
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Pregnant", self.creature.female_pregnant )
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$model/ra/model/metarig/Skeleton/body.set( "blend_shapes/Pregnant", self.creature.female_pregnant )
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$model/ra/model/metarig/Skeleton/body.get_surface_material( 0 ).set_shader_param( "albedo", self.creature.color )
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func is_sprinting():
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if (not self._is_sprinting and Input.is_action_pressed( "sprint" )) \
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or (self._is_sprinting and not Input.is_action_pressed( "sprint" )) \
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:
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return true
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return false
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func rotate_camera_arm( p_axis, p_angle_degree ):
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$model/ra/spring_arm.rotate( p_axis, p_angle_degree )
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func rotate_camera( p_axis, p_angle_degree ):
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$model/ra/spring_arm/camera.rotate( p_axis, p_angle_degree )
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func move_camera( p_translation ):
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$model/ra/spring_arm/camera.translate( p_translation )
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func reset_camera():
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$model/ra/spring_arm.translation = Vector3( 0, 2, 2 )
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$model/ra/spring_arm.rotation_degrees = Vector3( 0.0, 0.0, 0.0 )
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$model/ra/spring_arm/camera.translation = Vector3( 0.0, 0.0, 0.0 )
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$model/ra/spring_arm/camera.rotation_degrees = Vector3( -14, 0, 0.328 )
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