mirror of
https://port.numenaute.org/aleajactaest/bazar_alea.git
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Merge branch 'player'
This commit is contained in:
commit
7c96038be7
24 changed files with 606 additions and 7506 deletions
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@ -1,16 +1,103 @@
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extends AnimationTree
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class_name AnimBlend
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#@onready @export var movement_script : CharacterMovementComponent
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@export var movement_script : CharacterMovementComponent
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _physics_process(_delta):
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if !movement_script:
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return
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#Set Animation State
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match movement_script.movement_state:
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Global.MOVEMENT_STATE.none:
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pass
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Global.MOVEMENT_STATE.grounded: # Sol
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set("parameters/InAir/blend_amount" , 0.0)
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#set("parameters/TimeSeek/seek_request", 0.0)
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#set("parameters/Transition/transition_request","Idle")
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Global.MOVEMENT_STATE.in_air: # Air
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set("parameters/InAir/blend_amount" , 1.0)
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#set("parameters/InAir/transition_request","Failling")
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Global.MOVEMENT_STATE.mantling: # couverture
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pass
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Global.MOVEMENT_STATE.ragdoll:
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pass
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#set("parameters/Transition/transition_request","Idle")
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#set("parameters/InAir/blend_amount" , 0.5)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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#if !movement_script:
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# return
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pass
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func _physics_process__old(_delta):
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if !movement_script:
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return
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#Set Animation State
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match movement_script.movement_state:
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Global.MOVEMENT_STATE.none:
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pass
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Global.MOVEMENT_STATE.grounded: # Sol
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set("parameters/InAir/blend_amount" , 0.0)
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#set("parameters/Transition/transition_request","Idle")
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Global.MOVEMENT_STATE.in_air: # Air
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set("parameters/InAir/blend_amount" , 1.0)
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#set("parameters/InAir/transition_request","Failling")
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Global.MOVEMENT_STATE.mantling: # couverture
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pass
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Global.MOVEMENT_STATE.ragdoll:
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pass
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#standing
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if !movement_script.input_is_moving:
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set("parameters/Transition/transition_request","Idle")
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#set("parameters/VelocityDirection/Standing/transition_request","Idle")
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#set("parameters/VelocityDirection/crouching/transition_request","Idle")
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if movement_script.gait == Global.GAIT.walking and movement_script.input_is_moving:
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set("parameters/Transition/transition_request","WalkForward")
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#set("parameters/VelocityDirection/Standing/transition_request","Walk")
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#set("parameters/VelocityDirection/crouching/transition_request","Walk")
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if movement_script.gait == Global.GAIT.running and movement_script.input_is_moving:
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set("parameters/Transition/transition_request","JogForward")
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#set("parameters/VelocityDirection/Standing/transition_request","Jog")
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if movement_script.gait == Global.GAIT.sprinting and movement_script.input_is_moving:
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set("parameters/Transition/transition_request","Run")
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#set("parameters/Execution/transition_request","Run")
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#Couch/stand switch
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match movement_script.stance:
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Global.STANCE.standing:
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set("parameters/Transition/transition_request","stand")
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#set("parameters/VelocityDirection/crouch/transition_request" , "stand")
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Global.STANCE.crouching:
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set("parameters/Transition/transition_request","crouch")
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#set("parameters/VelocityDirection/crouch/transition_request" , "crouch")
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if movement_script.rotation_mode == Global.ROTATION_MODE.looking_direction or movement_script.rotation_mode == Global.ROTATION_MODE.aiming:
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if movement_script.animation_is_moving_backward_relative_to_camera == false:
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set("parameters/Transition/transition_request","WalkForward")
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#set("parameters/VelocityDirection/WalkFB/transition_request","Forward")
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#set("parameters/VelocityDirection/JogFB/transition_request","Forward")
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else:
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set("parameters/Transition/transition_request","Backward")
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#set("parameters/VelocityDirection/WalkFB/transition_request","Backward")
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#set("parameters/VelocityDirection/JogFB/transition_request","Backward")
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else:
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set("parameters/Transition/transition_request","WalkForward")
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#set("parameters/VelocityDirection/WalkFB/transition_request","Forward")
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#set("parameters/VelocityDirection/JogFB/transition_request","Forward")
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#On Stopped
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if !(Input.is_action_pressed("ui_up") || Input.is_action_pressed("ui_down") || Input.is_action_pressed("ui_right") || Input.is_action_pressed("ui_left")) and (Input.is_action_just_released("ui_right") || Input.is_action_just_released("ui_down") || Input.is_action_just_released("ui_left") || Input.is_action_just_released("ui_up")):
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var seek_time = get_node(anim_player).get_animation(tree_root.get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.input_direction)
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set("parameters/Transition/StopSeek/seek_position",seek_time)
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if !movement_script.input_is_moving:
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set("parameters/Transition/transition_request","Stop")
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#set("parameters/VelocityDirection/Standing/transition_request","Stop")
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#Rotate In Place
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if movement_script.is_rotating_in_place:
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if movement_script.rotation_difference_camera_mesh > 0:
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set("parameters/Transition/transition_request","AnimTurnLeft")
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else:
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set("parameters/Transition/transition_request","AnimTurnRight")
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#set("parameters/Turn/blend_amount" , 1 if movement_script.is_rotating_in_place else 0)
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#set("parameters/RightOrLeft/blend_amount" ,0 if movement_script.rotation_difference_camera_mesh > 0 else 1)
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@ -19,5 +19,5 @@ class_name GameAttribute
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var can_use:bool = true
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func set_attribute(prev_v, current_v):
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func set_attribute(_prev_v, _current_v):
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pass
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@ -4,14 +4,14 @@ class_name HealthAttribute
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@export_category("Visual Bar")
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@export var health_bar : ProgressBar
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func set_attribute(prev_v, current_v):
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func set_attribute(_prev_v, current_v):
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if !attributes_manager:
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return
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if current_v <= 0.0: # and not dead
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pass #death
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func _process(delta):
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func _process(_delta):
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if health_bar:
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health_bar.max_value = maximum_value
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health_bar.value = current_value
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@ -8,5 +8,6 @@ var attributes : Dictionary
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func _ready():
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for child in get_children():
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if !(child is GameAttribute):
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assert("Only GameAttribute childs are allowed")
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continue
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#assert( !(child is GameAttribute), "Only GameAttribute childs are allowed")
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attributes[child.attribute_name] = child
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@ -13,26 +13,26 @@ class_name CameraComponent
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#####################################
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var CameraHOffset := 0.0
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@export var view_angle : Global.view_angle = Global.view_angle.right_shoulder:
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@export var view_angle : Global.VIEW_ANGLE = Global.VIEW_ANGLE.right_shoulder:
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get: return view_angle
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set(Newview_angle):
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# if view_mode == Global.view_mode.first_person:
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# if view_mode == Global.VIEW_MODE.first_person:
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# return
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view_angle = Newview_angle
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if Camera:
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match Newview_angle:
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Global.view_angle.right_shoulder:
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Global.VIEW_ANGLE.right_shoulder:
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CameraHOffset = 0.45
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update_camera_offset()
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Global.view_angle.left_shoulder:
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Global.VIEW_ANGLE.left_shoulder:
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CameraHOffset = -0.45
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update_camera_offset()
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Global.view_angle.head:
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Global.VIEW_ANGLE.head:
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CameraHOffset = 0.0
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update_camera_offset()
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@export var view_mode : Global.view_mode = Global.view_mode.third_person :
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@export var view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person :
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get: return view_mode
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set(Newview_mode):
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view_mode = Newview_mode
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@ -40,12 +40,12 @@ var CameraHOffset := 0.0
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VObject.rotation.x = 0.0
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if SpringArm:
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match view_mode:
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Global.view_mode.first_person:
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view_angle = Global.view_angle.head
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PlayerRef.rotation_mode = Global.rotation_mode.looking_direction
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Global.VIEW_MODE.first_person:
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view_angle = Global.VIEW_ANGLE.head
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PlayerRef.rotation_mode = Global.ROTATION_MODE.looking_direction
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SpringArm.spring_length = -0.4
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VObject = Camera
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Global.view_mode.third_person:
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Global.VIEW_MODE.third_person:
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SpringArm.spring_length = 1.75
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VObject = SpringArm
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@ -71,20 +71,20 @@ func _physics_process(delta):
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if camera_settings.camera_change_fov_on_speed and PlayerRef.actual_velocity.length() > camera_settings.camera_fov_change_starting_speed:
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smooth_fov(current_fov + clampf((PlayerRef.actual_velocity.length()-camera_settings.camera_fov_change_starting_speed)*(camera_settings.camera_max_fov_change/10.0),0,camera_settings.camera_max_fov_change))
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SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.view_mode.third_person else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.view_mode.third_person else 1.0)
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SpringArm.position = SpringArm.position.lerp((get_parent().global_position + spring_arm_position_relative_to_player) if view_mode == Global.VIEW_MODE.third_person else first_person_camera_bone.global_position,(1/camera_settings.camera_inertia) if view_mode == Global.VIEW_MODE.third_person else 1.0)
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camera_v = clamp(camera_v,deg_to_rad(camera_vertical_min),deg_to_rad(camera_vertical_max))
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HObject.rotation.y = lerp(HObject.rotation.y,camera_h,delta * acceleration_h)
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VObject.rotation.x = lerp(VObject.rotation.x,camera_v,delta * acceleration_v)
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match PlayerRef.rotation_mode:
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Global.rotation_mode.aiming:
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if PlayerRef.gait == Global.gait.sprinting: # character can't sprint while aiming
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PlayerRef.gait = Global.gait.running
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Global.ROTATION_MODE.aiming:
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if PlayerRef.gait == Global.GAIT.sprinting: # character can't sprint while aiming
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PlayerRef.gait = Global.GAIT.running
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smooth_fov(60.0)
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Global.rotation_mode.velocity_direction:
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Global.ROTATION_MODE.velocity_direction:
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smooth_fov(90.0)
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Global.rotation_mode.looking_direction:
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Global.ROTATION_MODE.looking_direction:
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smooth_fov(90.0)
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@ -103,13 +103,13 @@ func smooth_fov(_current_fov:float):
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tween.tween_callback(func(): changing_view=false)
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func smooth_camera_transition(pos:Vector3, look_at:Vector3, duration:float = 1.0 ,ease:Tween.EaseType = Tween.EASE_IN_OUT, trans:Tween.TransitionType = Tween.TRANS_LINEAR):
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func smooth_camera_transition(pos:Vector3, look_at:Vector3, duration:float = 1.0 ,ease_:Tween.EaseType = Tween.EASE_IN_OUT, trans:Tween.TransitionType = Tween.TRANS_LINEAR):
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# Camera.global_position = Camera.to_global(Camera.global_position)
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Camera.top_level = true
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var tween := create_tween()
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tween.set_parallel()
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tween.tween_property(Camera,"position",pos,duration).set_ease(ease).set_trans(trans)
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tween.tween_method(func(arr:Array): Camera.look_at_from_position(arr[0],arr[1]),[Camera.position,look_at],[pos,look_at],duration).set_ease(ease).set_trans(trans)
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tween.tween_property(Camera,"position",pos,duration).set_ease(ease_).set_trans(trans)
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tween.tween_method(func(arr:Array): Camera.look_at_from_position(arr[0],arr[1]),[Camera.position,look_at],[pos,look_at],duration).set_ease(ease_).set_trans(trans)
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var reseting : bool = false
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func reset_camera_transition(smooth_transition: bool = true):
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@ -126,7 +126,6 @@ func reset_camera_transition(smooth_transition: bool = true):
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tween.tween_property(Camera,"position",Vector3(0,0,SpringArm.spring_length),1.0)
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tween.tween_property(Camera,"rotation",Vector3.ZERO,1.0)
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tween.tween_callback(func(): reseting=false)
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else:
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Camera.rotation = Vector3.ZERO
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Camera.top_level = false
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|
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@ -155,26 +155,26 @@ var animation_is_moving_backward_relative_to_camera : bool
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var animation_velocity : Vector3
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#status
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var movement_state = Global.movement_state.grounded
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var movement_action = Global.movement_action.none
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@export var movement_state = Global.MOVEMENT_STATE.grounded
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var movement_action = Global.MOVEMENT_ACTION.none
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@export_category("States")
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@export var rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction :
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@export var rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction :
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get: return rotation_mode
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set(Newrotation_mode):
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rotation_mode = Newrotation_mode
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update_character_movement()
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@export var gait : Global.gait = Global.gait.walking :
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@export var gait : Global.GAIT = Global.GAIT.walking : # Demarche (attente, marche, ...)
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get: return gait
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set(Newgait):
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gait = Newgait
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update_character_movement()
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@export var stance : Global.stance = Global.stance.standing :
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@export var stance : Global.STANCE = Global.STANCE.standing : # Position (debout, accroupi, ..)
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set(Newstance):
|
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stance = Newstance
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update_character_movement()
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@export var overlay_state = Global.overlay_state
|
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@export var overlay_state = Global.OVERLAY_STATE
|
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|
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@export_category("Animations")
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@export var TurnLeftAnim : String = "TurnLeft":
|
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|
@ -193,11 +193,11 @@ var movement_action = Global.movement_action.none
|
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set(value):
|
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IdleAnim = value
|
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update_animations()
|
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@export var WalkForwardAnim : String = "Walk":
|
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@export var WalkForwardAnim : String = "WalkForward":
|
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set(value):
|
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WalkForwardAnim = value
|
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update_animations()
|
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@export var WalkBackwardAnim : String = "WalkingBackward":
|
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@export var WalkBackwardAnim : String = "WalkBackward":
|
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set(value):
|
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WalkBackwardAnim = value
|
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update_animations()
|
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|
@ -231,49 +231,49 @@ var movement_action = Global.movement_action.none
|
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func update_animations():
|
||||
if !anim_ref:
|
||||
return
|
||||
|
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anim_ref.tree_root.get_node("AnimTurnLeft").animation = TurnLeftAnim
|
||||
anim_ref.tree_root.get_node("AnimTurnRight").animation = TurnRightAnim
|
||||
anim_ref.tree_root.get_node("FallAnimation").animation = FallingAnim
|
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#var velocity_direction : AnimationNodeBlendTree = anim_ref.tree_root.get_node("VelocityDirection")
|
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anim_ref.tree_root.get_node("Idle").animation = IdleAnim
|
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anim_ref.tree_root.get_node("WalkForward").animation = WalkForwardAnim
|
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anim_ref.tree_root.get_node("WalkBackward").animation = WalkBackwardAnim
|
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anim_ref.tree_root.get_node("JogForward").animation = JogForwardAnim
|
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anim_ref.tree_root.get_node("JogBackward").animation = JogBackwardAnim
|
||||
anim_ref.tree_root.get_node("Run").animation = RunAnim
|
||||
anim_ref.tree_root.get_node("StopAnim").animation = StopAnim
|
||||
anim_ref.tree_root.get_node("CrouchIdle").animation = CrouchIdleAnim
|
||||
anim_ref.tree_root.get_node("CrouchWalkingForward").animation = CrouchWalkAnim
|
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anim_ref.get_tree_root().get_node("AnimTurnLeft").set_animation(TurnLeftAnim)
|
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anim_ref.get_tree_root().get_node("AnimTurnRight").animation = TurnRightAnim
|
||||
anim_ref.get_tree_root().get_node("FallAnimation").animation = FallingAnim
|
||||
#var velocity_direction : AnimationNodeBlendTree = anim_ref.get_tree_root().get_node("VelocityDirection")
|
||||
anim_ref.get_tree_root().get_node("Idle").animation = IdleAnim
|
||||
anim_ref.get_tree_root().get_node("WalkForward").animation = WalkForwardAnim
|
||||
anim_ref.get_tree_root().get_node("WalkBackward").animation = WalkBackwardAnim
|
||||
anim_ref.get_tree_root().get_node("JogForward").animation = JogForwardAnim
|
||||
anim_ref.get_tree_root().get_node("JogBackward").animation = JogBackwardAnim
|
||||
anim_ref.get_tree_root().get_node("Run").animation = RunAnim
|
||||
anim_ref.get_tree_root().get_node("StopAnim").animation = StopAnim
|
||||
anim_ref.get_tree_root().get_node("CrouchIdle").animation = CrouchIdleAnim
|
||||
anim_ref.get_tree_root().get_node("CrouchWalkingForward").animation = CrouchWalkAnim
|
||||
|
||||
func update_character_movement():
|
||||
match rotation_mode:
|
||||
Global.rotation_mode.velocity_direction:
|
||||
Global.ROTATION_MODE.velocity_direction:
|
||||
# if skeleton_ref:
|
||||
# skeleton_ref.modification_stack.enabled = false
|
||||
tilt = false
|
||||
match stance:
|
||||
Global.stance.standing:
|
||||
Global.STANCE.standing:
|
||||
current_movement_data = velocity_direction_standing_data
|
||||
Global.stance.crouching:
|
||||
Global.STANCE.crouching:
|
||||
current_movement_data = velocity_direction_crouch_data
|
||||
|
||||
|
||||
Global.rotation_mode.looking_direction:
|
||||
Global.ROTATION_MODE.looking_direction:
|
||||
# if skeleton_ref:
|
||||
# skeleton_ref.modification_stack.enabled = false #Change to true when Godot fixes the bug.
|
||||
tilt = true
|
||||
match stance:
|
||||
Global.stance.standing:
|
||||
Global.STANCE.standing:
|
||||
current_movement_data = looking_direction_standing_data
|
||||
Global.stance.crouching:
|
||||
Global.STANCE.crouching:
|
||||
current_movement_data = looking_direction_crouch_data
|
||||
|
||||
|
||||
Global.rotation_mode.aiming:
|
||||
Global.ROTATION_MODE.aiming:
|
||||
match stance:
|
||||
Global.stance.standing:
|
||||
Global.STANCE.standing:
|
||||
current_movement_data = aim_standing_data
|
||||
Global.stance.crouching:
|
||||
Global.STANCE.crouching:
|
||||
current_movement_data = aim_crouch_data
|
||||
#####################################
|
||||
|
||||
|
@ -310,13 +310,13 @@ func _ready():
|
|||
|
||||
update_animations()
|
||||
update_character_movement()
|
||||
#var pose_warping_instance = pose_warping.new()
|
||||
var pose_warping_instance = PoseWarping.new()
|
||||
func _process(delta):
|
||||
|
||||
|
||||
calc_animation_data()
|
||||
var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving
|
||||
#pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
|
||||
var orientation_warping_condition = rotation_mode != Global.ROTATION_MODE.velocity_direction and movement_state == Global.MOVEMENT_STATE.grounded and movement_action == Global.MOVEMENT_ACTION.none and gait != Global.GAIT.sprinting and input_is_moving
|
||||
pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
|
||||
|
||||
func _physics_process(delta):
|
||||
#Debug()
|
||||
|
@ -324,46 +324,46 @@ func _physics_process(delta):
|
|||
aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta)
|
||||
previous_aim_rate_h = camera_root.HObject.rotation.y
|
||||
#
|
||||
# animation_stride_warping()
|
||||
#animation_stride_warping()
|
||||
|
||||
match movement_state:
|
||||
Global.movement_state.none:
|
||||
Global.MOVEMENT_STATE.none:
|
||||
pass
|
||||
Global.movement_state.grounded:
|
||||
Global.MOVEMENT_STATE.grounded:
|
||||
#------------------ Rotate Character Mesh ------------------#
|
||||
match movement_action:
|
||||
Global.movement_action.none:
|
||||
Global.MOVEMENT_ACTION.none:
|
||||
match rotation_mode:
|
||||
Global.rotation_mode.velocity_direction:
|
||||
Global.ROTATION_MODE.velocity_direction:
|
||||
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
|
||||
smooth_character_rotation(actual_velocity,calc_grounded_rotation_rate(),delta)
|
||||
Global.rotation_mode.looking_direction:
|
||||
Global.ROTATION_MODE.looking_direction:
|
||||
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
|
||||
smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.gait.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
|
||||
smooth_character_rotation(-camera_root.HObject.transform.basis.z if gait != Global.GAIT.sprinting else actual_velocity,calc_grounded_rotation_rate(),delta)
|
||||
rotate_in_place_check()
|
||||
Global.rotation_mode.aiming:
|
||||
Global.ROTATION_MODE.aiming:
|
||||
if (is_moving and input_is_moving) or (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 0.5:
|
||||
smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),delta)
|
||||
rotate_in_place_check()
|
||||
Global.movement_action.rolling:
|
||||
Global.MOVEMENT_ACTION.rolling:
|
||||
if input_is_moving == true:
|
||||
smooth_character_rotation(input_acceleration ,2.0,delta)
|
||||
|
||||
Global.movement_state.in_air:
|
||||
Global.MOVEMENT_STATE.in_air:
|
||||
#------------------ Rotate Character Mesh In Air ------------------#
|
||||
match rotation_mode:
|
||||
Global.rotation_mode.velocity_direction:
|
||||
Global.ROTATION_MODE.velocity_direction:
|
||||
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
|
||||
Global.rotation_mode.looking_direction:
|
||||
Global.ROTATION_MODE.looking_direction:
|
||||
smooth_character_rotation(actual_velocity if (actual_velocity * Vector3(1.0,0.0,1.0)).length() > 1.0 else -camera_root.HObject.transform.basis.z,5.0,delta)
|
||||
Global.rotation_mode.aiming:
|
||||
Global.ROTATION_MODE.aiming:
|
||||
smooth_character_rotation(-camera_root.HObject.transform.basis.z ,15.0,delta)
|
||||
#------------------ Mantle Check ------------------#
|
||||
if input_is_moving == true:
|
||||
mantle_check()
|
||||
Global.movement_state.mantling:
|
||||
Global.MOVEMENT_STATE.mantling:
|
||||
pass
|
||||
Global.movement_state.ragdoll:
|
||||
Global.MOVEMENT_STATE.ragdoll:
|
||||
pass
|
||||
|
||||
#------------------ Crouch ------------------#
|
||||
|
@ -374,10 +374,10 @@ func _physics_process(delta):
|
|||
character_node.velocity.y = lerp(character_node.velocity.y,vertical_velocity.y - character_node.get_floor_normal().y,delta * gravity)
|
||||
character_node.move_and_slide()
|
||||
if ground_check.is_colliding() and is_flying == false:
|
||||
movement_state = Global.movement_state.grounded
|
||||
movement_state = Global.MOVEMENT_STATE.grounded
|
||||
else:
|
||||
await get_tree().create_timer(0.1).timeout #wait a moment to see if the character lands fast (this means that the character didn't fall, but stepped down a bit.)
|
||||
movement_state = Global.movement_state.in_air
|
||||
movement_state = Global.MOVEMENT_STATE.in_air
|
||||
if character_node is CharacterBody3D:
|
||||
vertical_velocity += Vector3.DOWN * gravity * delta
|
||||
if character_node is CharacterBody3D and character_node.is_on_ceiling():
|
||||
|
@ -401,10 +401,10 @@ func crouch_update(delta):
|
|||
|
||||
ground_check.position.y = -(collision_shape_ref.shape.height/2)+collision_shape_ref.position.y + 0.2#Just a small margin
|
||||
|
||||
if stance == Global.stance.crouching:
|
||||
if stance == Global.STANCE.crouching:
|
||||
collision_shape_ref.shape.height -= crouch_switch_speed * delta /2
|
||||
mesh_ref.transform.origin.y += crouch_switch_speed * delta /1.5
|
||||
elif stance == Global.stance.standing and not head_bonked:
|
||||
elif stance == Global.STANCE.standing and not head_bonked:
|
||||
collision_shape_ref.shape.height += crouch_switch_speed * delta /2
|
||||
mesh_ref.transform.origin.y -= crouch_switch_speed * delta /1.5
|
||||
elif head_bonked:
|
||||
|
@ -431,7 +431,7 @@ func stair_move():
|
|||
var stair_top_collision = direct_state.intersect_ray(climb_ray_info)
|
||||
if stair_top_collision:
|
||||
if stair_top_collision.position.y - character_node.global_position.y > 0 and stair_top_collision.position.y - character_node.global_position.y < 0.15:
|
||||
movement_state = Global.movement_state.grounded
|
||||
movement_state = Global.MOVEMENT_STATE.grounded
|
||||
is_moving_on_stair = true
|
||||
character_node.position.y += stair_top_collision.position.y - character_node.global_position.y
|
||||
character_node.global_position += Vector3(0, 0, 0.01).rotated(Vector3.UP,movement_direction)
|
||||
|
@ -451,7 +451,7 @@ func smooth_character_rotation(Target:Vector3,nodelerpspeed,delta):
|
|||
mesh_ref.rotation.y = lerp_angle(mesh_ref.rotation.y, atan2(Target.x,Target.z) , delta * nodelerpspeed)
|
||||
|
||||
|
||||
func set_bone_x_rotation(skeleton,bone_name, x_rot,CharacterRootNode):
|
||||
func set_bone_x_rotation(skeleton,bone_name, x_rot, _CharacterRootNode):
|
||||
var bone = skeleton.find_bone(bone_name)
|
||||
var bone_transform : Transform3D = skeleton.global_pose_to_local_pose(bone,skeleton.get_bone_global_pose_no_override(bone))
|
||||
var rotate_amount = x_rot
|
||||
|
@ -474,7 +474,7 @@ func animation_stride_warping(): #this is currently being worked on and tested,
|
|||
var Feet : Array = ["RightFoot","LeftFoot"]
|
||||
var Thighs : Array = ["RightUpLeg","LeftUpLeg"]
|
||||
|
||||
var hips_distance_to_ground
|
||||
#var hips_distance_to_ground
|
||||
var stride_scale : float = 1.0
|
||||
for Foot in Feet:
|
||||
#Get Bones
|
||||
|
@ -483,7 +483,7 @@ func animation_stride_warping(): #this is currently being worked on and tested,
|
|||
|
||||
var thigh_bone = skeleton_ref.find_bone(Thighs[Feet.find(Foot)])
|
||||
var thigh_transform = skeleton_ref.get_bone_global_pose_no_override(thigh_bone)
|
||||
var thigh_angle = thigh_transform.basis.get_euler().x
|
||||
#var thigh_angle = thigh_transform.basis.get_euler().x
|
||||
|
||||
#Calculate
|
||||
var stride_direction : Vector3 = Vector3.FORWARD # important to use in orientation warping
|
||||
|
@ -493,9 +493,9 @@ func animation_stride_warping(): #this is currently being worked on and tested,
|
|||
return #Failed to get a plane origin/ we are probably in air
|
||||
|
||||
var scale_origin = Plane(stride_direction,stride_warping_plane_origin).project(bone_transform.origin)
|
||||
var anim_speed = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2)
|
||||
anim_speed = sqrt(abs(anim_speed))
|
||||
stride_scale = clampf(distance_in_each_frame/anim_speed,0.0,2.0)
|
||||
var anim_speed_ = pow(hips_transform.origin.distance_to(bone_transform.origin),2) - pow(hips_transform.origin.y,2)
|
||||
anim_speed_ = sqrt(abs(anim_speed_))
|
||||
stride_scale = clampf(distance_in_each_frame/anim_speed_,0.0,2.0)
|
||||
# print(test_sphere.global_position)
|
||||
var foot_warped_location : Vector3 = scale_origin + (bone_transform.origin - scale_origin) * stride_scale
|
||||
|
||||
|
@ -511,11 +511,11 @@ func calc_grounded_rotation_rate():
|
|||
|
||||
if input_is_moving == true:
|
||||
match gait:
|
||||
Global.gait.walking:
|
||||
Global.GAIT.walking:
|
||||
return lerp(current_movement_data.idle_rotation_rate,current_movement_data.walk_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),0.0,current_movement_data.walk_speed,0.0,1.0)) * clamp(aim_rate_h,1.0,3.0)
|
||||
Global.gait.running:
|
||||
Global.GAIT.running:
|
||||
return lerp(current_movement_data.walk_rotation_rate,current_movement_data.run_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.walk_speed,current_movement_data.run_speed,1.0,2.0)) * clamp(aim_rate_h,1.0,3.0)
|
||||
Global.gait.sprinting:
|
||||
Global.GAIT.sprinting:
|
||||
return lerp(current_movement_data.run_rotation_rate,current_movement_data.sprint_rotation_rate, Global.map_range_clamped((actual_velocity * Vector3(1.0,0.0,1.0)).length(),current_movement_data.run_speed,current_movement_data.sprint_speed,2.0,3.0)) * clamp(aim_rate_h,1.0,2.5)
|
||||
else:
|
||||
return current_movement_data.idle_rotation_rate * clamp(aim_rate_h,1.0,3.0)
|
||||
|
@ -546,7 +546,7 @@ var PrevVelocity :Vector3
|
|||
|
||||
## Adds input to move the character, should be called when Idle too, to execute deacceleration for CharacterBody3D or reset velocity for RigidBody3D.
|
||||
## when Idle speed and direction should be passed as 0, and deacceleration passed, or leave them empty.
|
||||
func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acceleration: float = deacceleration if character_node is CharacterBody3D else 0) -> void:
|
||||
func add_movement_input(direction: Vector3 = Vector3.ZERO, Speed: float = 0, Acceleration: float = deacceleration if character_node is CharacterBody3D else 0.0) -> void:
|
||||
var max_speed : float = Speed
|
||||
input_direction = direction
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@ var team_id : int = 0
|
|||
var last_attacker_id : int
|
||||
|
||||
@rpc("any_peer","reliable")
|
||||
func damage(dmg:float,attacker_player_peer_id:int,impact_point:Vector3=Vector3.ZERO, impact_force:float=0.0, impact_bone_name:String=""):
|
||||
func damage(dmg:float,attacker_player_peer_id:int,_impact_point:Vector3=Vector3.ZERO, _impact_force:float=0.0, _impact_bone_name:String=""):
|
||||
last_attacker_id = attacker_player_peer_id
|
||||
|
||||
var health = attribute_map.attributes["health"].current_value
|
||||
|
|
|
@ -1,16 +1,26 @@
|
|||
extends Node
|
||||
|
||||
#------------------ Player Enums ------------------#
|
||||
enum gait {walking , running , sprinting}
|
||||
enum movement_state {none , grounded , in_air , mantling, ragdoll}
|
||||
enum movement_action {none ,low_mantle , high_mantle , rolling , getting_up}
|
||||
enum overlay_state {default , rifle , pistol}
|
||||
enum rotation_mode {velocity_direction , looking_direction , aiming}
|
||||
enum stance {standing , crouching}
|
||||
enum view_mode {third_person , first_person}
|
||||
enum view_angle {right_shoulder , left_shoulder , head}
|
||||
enum mantle_type {high_mantle , low_mantle, falling_catch}
|
||||
enum movement_direction {forward , right, left, backward}
|
||||
# Demarche (Attend, Marche, Cours, sprint
|
||||
enum GAIT {waiting, walking , running , sprinting}
|
||||
# Sol, Air, Couverture, poupee de chiffon
|
||||
enum MOVEMENT_STATE {none , grounded , in_air , mantling, ragdoll}
|
||||
#
|
||||
enum MOVEMENT_ACTION {none ,low_mantle , high_mantle , rolling , getting_up}
|
||||
# Fusis, Pistolet
|
||||
enum OVERLAY_STATE {default , rifle , pistol}
|
||||
#
|
||||
enum ROTATION_MODE {velocity_direction , looking_direction , aiming}
|
||||
# Position (debout, accroupi)
|
||||
enum STANCE {standing , crouching}
|
||||
#
|
||||
enum VIEW_MODE {third_person , first_person}
|
||||
#
|
||||
enum VIEW_ANGLE {right_shoulder , left_shoulder , head}
|
||||
# Type de cape/manteau
|
||||
enum MANTLE_TYPE {high_mantle , low_mantle, falling_catch}
|
||||
# Direction du mouvement (devant, droite, gauche, arriere)
|
||||
enum MOVEMENT_DIRECTION {forward , right, left, backward}
|
||||
|
||||
|
||||
func map_range_clamped(value,InputMin,InputMax,OutputMin,OutputMax):
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
extends Node
|
||||
class_name LockSystem
|
||||
|
||||
#The array of locks that are presently applied. The player can perform an action if this array is empty.
|
||||
#The locks can be used for any manner of things: player movement in cutscenes, restricting dialogue choices, door open conditions etc
|
||||
var _locks = []
|
||||
|
||||
var lock_count : int :
|
||||
get:
|
||||
return _locks.size()
|
||||
|
||||
#An event to hook into - primarily for debugging.
|
||||
signal Lock_Added(lockName:String)
|
||||
signal Lock_Removed(lockName:String)
|
||||
|
||||
#This one should only emit if is_locked would have changed.
|
||||
signal Lock_Status_Changed(newStatus:bool)
|
||||
|
||||
#A getter to see if any locks are being applied
|
||||
@export var is_locked : bool :
|
||||
get:
|
||||
return _check_is_locked()
|
||||
|
||||
#If a lock called lock_name hasn't already been added, adds one.
|
||||
func add_lock(lock_name:String):
|
||||
#Don't add duplicate locks
|
||||
if(contains_lock(lock_name)):
|
||||
print_debug("Lock %lock is already added." % lock_name)
|
||||
return
|
||||
else:
|
||||
#Add locks and emit events
|
||||
_locks.append(lock_name)
|
||||
emit_signal("Lock_Added", lock_name)
|
||||
#if this is the first and only lock, the locked status has changed to true
|
||||
if(_locks.size() == 1):
|
||||
Lock_Status_Changed.emit(true)
|
||||
return;
|
||||
|
||||
#Removes a lock with the name lock_name. Prints a message if it's not in there.
|
||||
func remove_lock(lock_name:String):
|
||||
if(contains_lock(lock_name)):
|
||||
_locks.erase(lock_name)
|
||||
#If there's now zero locks remaining, emit event
|
||||
if(_locks.size() == 0):
|
||||
Lock_Status_Changed.emit(false)
|
||||
else:
|
||||
print_debug("Lock %lock cannot be removed as it isn't there." % lock_name)
|
||||
|
||||
#Returns true if _locks has any entries added, false if no locks are being applied
|
||||
func _check_is_locked():
|
||||
return _locks.size() > 0;
|
||||
|
||||
#Returns true if a lock called lock_name is already added to _locks
|
||||
func contains_lock(lock_name:String):
|
||||
for lock in _locks:
|
||||
if lock == lock_name:
|
||||
return true;
|
||||
return false;
|
||||
|
||||
#Prints all current locks - useful for tracking down issues when locks haven't been lifted
|
||||
func debug_locks():
|
||||
var log = "Printing all locks"
|
||||
for lock in _locks:
|
||||
print_debug("\n" + str(lock))
|
||||
|
||||
#To be used for debug - for when the locks need to be bypassed to test.
|
||||
func debug_release_all_locks():
|
||||
for lock in _locks:
|
||||
Lock_Removed.emit(lock)
|
||||
_locks.clear();
|
|
@ -20,10 +20,6 @@ var h_rotation :float
|
|||
var previous_rotation_mode
|
||||
var direction := Vector3.ZERO
|
||||
|
||||
#####################################
|
||||
#Locks System
|
||||
@export var lock_system : LockSystem
|
||||
#####################################
|
||||
|
||||
@export var mouse_sensitivity : float = 0.01
|
||||
|
||||
|
@ -41,13 +37,9 @@ func possess_character(p_character_component:CharacterMovementComponent,control:
|
|||
character_component.camera_root.Camera.current = networking.is_local_authority()
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
func _physics_process(_delta):
|
||||
if !networking.is_local_authority():
|
||||
return
|
||||
if lock_system != null && lock_system.is_locked:
|
||||
direction = Vector3.ZERO
|
||||
character_component.add_movement_input()
|
||||
return
|
||||
|
||||
#------------------ Input Movement ------------------#
|
||||
h_rotation = character_component.camera_root.HObject.transform.basis.get_euler().y
|
||||
|
@ -58,9 +50,9 @@ func _physics_process(delta):
|
|||
remap(v_rotation,-PI/2,PI/2,-1.0,1.0) if character_component.is_flying == true else 0.0,
|
||||
Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up"))
|
||||
direction = direction.rotated(Vector3.UP,h_rotation).normalized()
|
||||
if character_component.gait == Global.gait.sprinting :
|
||||
if character_component.gait == Global.GAIT.sprinting :
|
||||
character_component.add_movement_input(direction, character_component.current_movement_data.sprint_speed,character_component.current_movement_data.sprint_acceleration)
|
||||
elif character_component.gait == Global.gait.running:
|
||||
elif character_component.gait == Global.GAIT.running:
|
||||
character_component.add_movement_input(direction, character_component.current_movement_data.run_speed,character_component.current_movement_data.run_acceleration)
|
||||
else:
|
||||
character_component.add_movement_input(direction, character_component.current_movement_data.walk_speed,character_component.current_movement_data.walk_acceleration)
|
||||
|
@ -72,55 +64,55 @@ func _physics_process(delta):
|
|||
#------------------ Input Crouch ------------------#
|
||||
if UsingCrouchToggle == false:
|
||||
if Input.is_action_pressed("ui_crouch"):
|
||||
if character_component.stance != Global.stance.crouching:
|
||||
character_component.stance = Global.stance.crouching
|
||||
if character_component.stance != Global.STANCE.crouching:
|
||||
character_component.stance = Global.STANCE.crouching
|
||||
else:
|
||||
if character_component.stance != Global.stance.standing:
|
||||
character_component.stance = Global.stance.standing
|
||||
if character_component.stance != Global.STANCE.standing:
|
||||
character_component.stance = Global.STANCE.standing
|
||||
else:
|
||||
if Input.is_action_just_pressed("ui_crouch"):
|
||||
character_component.stance = Global.stance.standing if character_component.stance == Global.stance.crouching else Global.stance.crouching
|
||||
character_component.stance = Global.STANCE.standing if character_component.stance == Global.STANCE.crouching else Global.STANCE.crouching
|
||||
#------------------ Sprint ------------------#
|
||||
if UsingSprintToggle:
|
||||
if Input.is_action_just_pressed("ui_sprint"):
|
||||
if character_component.gait == Global.gait.walking:
|
||||
character_component.gait = Global.gait.running
|
||||
elif character_component.gait == Global.gait.running:
|
||||
character_component.gait = Global.gait.sprinting
|
||||
elif character_component.gait == Global.gait.sprinting:
|
||||
character_component.gait = Global.gait.walking
|
||||
if character_component.gait == Global.GAIT.walking:
|
||||
character_component.gait = Global.GAIT.running
|
||||
elif character_component.gait == Global.GAIT.running:
|
||||
character_component.gait = Global.GAIT.sprinting
|
||||
elif character_component.gait == Global.GAIT.sprinting:
|
||||
character_component.gait = Global.GAIT.walking
|
||||
else:
|
||||
if Input.is_action_just_pressed("ui_sprint"):
|
||||
if character_component.gait == Global.gait.walking:
|
||||
character_component.gait = Global.gait.running
|
||||
elif character_component.gait == Global.gait.running:
|
||||
character_component.gait = Global.gait.sprinting
|
||||
if character_component.gait == Global.GAIT.walking:
|
||||
character_component.gait = Global.GAIT.running
|
||||
elif character_component.gait == Global.GAIT.running:
|
||||
character_component.gait = Global.GAIT.sprinting
|
||||
if Input.is_action_just_released("ui_sprint"):
|
||||
if character_component.gait == Global.gait.sprinting or character_component.gait == Global.gait.walking:
|
||||
character_component.gait = Global.gait.walking
|
||||
elif character_component.gait == Global.gait.running:
|
||||
if character_component.gait == Global.GAIT.sprinting or character_component.gait == Global.GAIT.walking:
|
||||
character_component.gait = Global.GAIT.walking
|
||||
elif character_component.gait == Global.GAIT.running:
|
||||
await get_tree().create_timer(0.4).timeout
|
||||
if character_component.gait == Global.gait.running:
|
||||
character_component.gait = Global.gait.walking
|
||||
if character_component.gait == Global.GAIT.running:
|
||||
character_component.gait = Global.GAIT.walking
|
||||
#------------------ Input Aim ------------------#
|
||||
if Input.is_action_pressed("ui_aim"):
|
||||
if character_component.rotation_mode != Global.rotation_mode.aiming:
|
||||
if character_component.rotation_mode != Global.ROTATION_MODE.aiming:
|
||||
previous_rotation_mode = character_component.rotation_mode
|
||||
character_component.rotation_mode = Global.rotation_mode.aiming
|
||||
character_component.rotation_mode = Global.ROTATION_MODE.aiming
|
||||
else:
|
||||
if character_component.rotation_mode == Global.rotation_mode.aiming:
|
||||
if character_component.rotation_mode == Global.ROTATION_MODE.aiming:
|
||||
character_component.rotation_mode = previous_rotation_mode
|
||||
#------------------ Jump ------------------#=
|
||||
if OnePressJump == true:
|
||||
if Input.is_action_just_pressed("ui_jump"):
|
||||
if character_component.stance != Global.stance.standing:
|
||||
character_component.stance = Global.stance.standing
|
||||
if character_component.stance != Global.STANCE.standing:
|
||||
character_component.stance = Global.STANCE.standing
|
||||
else:
|
||||
character_component.jump()
|
||||
else:
|
||||
if Input.is_action_pressed("ui_jump"):
|
||||
if character_component.stance != Global.stance.standing:
|
||||
character_component.stance = Global.stance.standing
|
||||
if character_component.stance != Global.STANCE.standing:
|
||||
character_component.stance = Global.STANCE.standing
|
||||
else:
|
||||
character_component.jump()
|
||||
|
||||
|
@ -153,7 +145,7 @@ func _input(event):
|
|||
if Input.is_action_just_released("ui_switch_camera_view"):
|
||||
if view_changed_recently == false:
|
||||
view_changed_recently = true
|
||||
character_component.camera_root.view_angle = character_component.camera_root.view_angle + 1 if character_component.camera_root.view_angle < 2 else 0
|
||||
character_component.camera_root.view_angle = (character_component.camera_root.view_angle + 1) as Global.VIEW_ANGLE if character_component.camera_root.view_angle < 2 else 0 as Global.VIEW_ANGLE
|
||||
await get_tree().create_timer(0.3).timeout
|
||||
view_changed_recently = false
|
||||
else:
|
||||
|
@ -161,7 +153,7 @@ func _input(event):
|
|||
if Input.is_action_just_pressed("ui_switch_camera_view"):
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
if view_changed_recently == false:
|
||||
character_component.camera_root.view_mode = character_component.camera_root.view_mode + 1 if character_component.camera_root.view_mode < 1 else 0
|
||||
character_component.camera_root.view_mode = (character_component.camera_root.view_mode + 1) as Global.VIEW_MODE if character_component.camera_root.view_mode < 1 else 0 as Global.VIEW_MODE
|
||||
view_changed_recently = true
|
||||
if networking.is_local_authority():
|
||||
if event.is_action_pressed("ui_enable_sdfgi"):
|
||||
|
@ -175,13 +167,7 @@ func _input(event):
|
|||
character_component.ragdoll = true
|
||||
|
||||
|
||||
if character_component.rotation_mode == Global.rotation_mode.velocity_direction:
|
||||
if character_component.rotation_mode == Global.ROTATION_MODE.velocity_direction:
|
||||
if character_component.camera_root != null:
|
||||
if character_component.camera_root.view_mode == Global.view_mode.first_person:
|
||||
character_component.camera_root.view_mode = Global.view_mode.third_person
|
||||
|
||||
if(Input.is_action_pressed("ui_pause")):
|
||||
if(lock_system.contains_lock("pauseGame")):
|
||||
lock_system.remove_lock("pauseGame")
|
||||
else:
|
||||
lock_system.add_lock("pauseGame")
|
||||
if character_component.camera_root.view_mode == Global.VIEW_MODE.first_person:
|
||||
character_component.camera_root.view_mode = Global.VIEW_MODE.third_person
|
||||
|
|
|
@ -3,7 +3,7 @@ class_name PlayerGameplayComponent
|
|||
|
||||
@export_group("Stamina System", "stamina_")
|
||||
@export var stamina_use: bool = false
|
||||
@export var stamina_energy_consumption: float = 15.0#per second
|
||||
@export var stamina_energy_consumption: float = 15.0 #per second
|
||||
@export var stamina_attribute: GameAttribute
|
||||
|
||||
@export var networking : PlayerNetworkingComponent
|
||||
|
@ -14,11 +14,11 @@ func _ready():
|
|||
|
||||
|
||||
func _process(delta):
|
||||
if gait != Global.gait.sprinting and stamina_use:
|
||||
if gait != Global.GAIT.sprinting and stamina_use:
|
||||
stamina_attribute.being_used = false
|
||||
if gait == Global.gait.sprinting and stamina_use:
|
||||
if gait == Global.GAIT.sprinting and stamina_use:
|
||||
if !stamina_attribute.can_use or stamina_attribute.current_value < stamina_energy_consumption*delta:
|
||||
gait = Global.gait.running
|
||||
gait = Global.GAIT.running
|
||||
return
|
||||
stamina_attribute.being_used = true
|
||||
stamina_attribute.current_value -= stamina_energy_consumption*delta
|
||||
|
@ -28,9 +28,9 @@ func _physics_process(delta):
|
|||
# Debug()
|
||||
if !networking.is_local_authority():
|
||||
if input_is_moving:
|
||||
if gait == Global.gait.sprinting:
|
||||
if gait == Global.GAIT.sprinting:
|
||||
add_movement_input(input_direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration)
|
||||
elif gait == Global.gait.running:
|
||||
elif gait == Global.GAIT.running:
|
||||
add_movement_input(input_direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
|
||||
else:
|
||||
add_movement_input(input_direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
|
||||
|
@ -40,12 +40,12 @@ func _physics_process(delta):
|
|||
return
|
||||
#------------------ Look At ------------------#
|
||||
match rotation_mode:
|
||||
Global.rotation_mode.velocity_direction:
|
||||
Global.ROTATION_MODE.velocity_direction:
|
||||
if input_is_moving:
|
||||
ik_look_at(actual_velocity + Vector3(0.0,1.0,0.0))
|
||||
Global.rotation_mode.looking_direction:
|
||||
Global.ROTATION_MODE.looking_direction:
|
||||
ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))
|
||||
Global.rotation_mode.aiming:
|
||||
Global.ROTATION_MODE.aiming:
|
||||
ik_look_at(camera_root.SpringArm.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))
|
||||
#func Debug():
|
||||
# $Status/Label.text = "InputSpeed : %s" % input_velocity.length()
|
||||
|
|
|
@ -6,7 +6,7 @@ class_name PlayerNetworkingComponent
|
|||
|
||||
var sync_camera_h_transform : Transform3D
|
||||
var sync_camera_v_transform : Transform3D
|
||||
var sync_view_mode : Global.view_mode = Global.view_mode.third_person
|
||||
var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.third_person
|
||||
var sync_CameraHOffset : float
|
||||
var sync_position : Vector3:
|
||||
set(value):
|
||||
|
@ -15,11 +15,11 @@ var sync_position : Vector3:
|
|||
var sync_mesh_rotation : Vector3
|
||||
var sync_direction : Vector3
|
||||
var sync_input_is_moving : bool
|
||||
var sync_gait : Global.gait = Global.gait.walking
|
||||
var sync_rotation_mode : Global.rotation_mode = Global.rotation_mode.velocity_direction
|
||||
var sync_stance : Global.stance = Global.stance.standing
|
||||
var sync_movement_state : Global.movement_state = Global.movement_state.grounded
|
||||
var sync_movement_action : Global.movement_action = Global.movement_action.none
|
||||
var sync_gait : Global.GAIT = Global.GAIT.walking
|
||||
var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.velocity_direction
|
||||
var sync_stance : Global.STANCE = Global.STANCE.standing
|
||||
var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.grounded
|
||||
var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.none
|
||||
var sync_velocity : Vector3
|
||||
var processed_position : bool
|
||||
|
||||
|
@ -36,7 +36,7 @@ func _ready():
|
|||
pass
|
||||
|
||||
|
||||
func set_id(value:int):
|
||||
func set_id(value:int) -> void:
|
||||
id = value
|
||||
|
||||
|
||||
|
|
66
client/player/PoseWarpingFunctions.gd
Normal file
66
client/player/PoseWarpingFunctions.gd
Normal file
|
@ -0,0 +1,66 @@
|
|||
extends Node
|
||||
class_name PoseWarping
|
||||
|
||||
## For Predicting Stop Location
|
||||
## it uses a linear equation : d = v*t + 0.5 * a * t^2
|
||||
## v is velocity. t is time. a is acceleration
|
||||
func CalculateStopLocation(CurrentCharacterLocation:Vector3,Velocity:Vector3,deacceleration:Vector3,_delta):
|
||||
var time = CalculateStopTime(Velocity,deacceleration)
|
||||
return CurrentCharacterLocation + (Velocity * time + 0.5*deacceleration*pow(time,2))
|
||||
|
||||
func CalculateStopTime(Velocity:Vector3,deacceleration:Vector3):
|
||||
var time = Velocity.length() / deacceleration.length()
|
||||
return time
|
||||
|
||||
|
||||
var previous_direction : float
|
||||
var orientation_direction : float
|
||||
var cleared_override : bool = true
|
||||
func orientation_warping(enabled:bool,CameraObject, Velocity:Vector3, skeleton_ref:Skeleton3D, Hip :String= "Hips", Spines :Array[String]= ["Spine","Spine1","Spine2"], Offset := 0.0, delta :float= 1.0, turn_rate :float= 10.0):
|
||||
|
||||
if !enabled and !cleared_override:
|
||||
set_bone_y_rotation(skeleton_ref,Hip,0,false)
|
||||
for bone in Spines:
|
||||
set_bone_y_rotation(skeleton_ref,bone,0,false)
|
||||
cleared_override = true
|
||||
if is_equal_approx(Velocity.length(),0.0) or !enabled:
|
||||
return
|
||||
cleared_override = false
|
||||
var CameraAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(-CameraObject.transform.basis.z.z, -CameraObject.transform.basis.z.x))
|
||||
var VelocityAngle :Quaternion = Quaternion(Vector3(0,1,0),atan2(Velocity.z, Velocity.x))
|
||||
var IsMovingBackwardRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).z >= -0.1 else true
|
||||
var IsMovingLeftRelativeToCamera :bool = false if -Velocity.rotated(Vector3.UP,-CameraObject.transform.basis.get_euler().y).x >= -0.1 else true
|
||||
var rotation_difference_camera_velocity :float = CameraAngle.angle_to(VelocityAngle)
|
||||
previous_direction = orientation_direction
|
||||
orientation_direction = rotation_difference_camera_velocity
|
||||
if IsMovingBackwardRelativeToCamera:
|
||||
# Make the legs face forward just like the forward walking
|
||||
orientation_direction *= -1
|
||||
orientation_direction = orientation_direction + PI
|
||||
|
||||
|
||||
# Set Left or Right
|
||||
if IsMovingLeftRelativeToCamera:
|
||||
orientation_direction *= -1
|
||||
|
||||
if IsMovingBackwardRelativeToCamera:
|
||||
# since we rotated the legs to face forward, then the right and left will be reversed
|
||||
# so we need to reverse it back again after getting the right and left values
|
||||
orientation_direction *= -1
|
||||
|
||||
orientation_direction = clampf(lerp_angle(previous_direction,orientation_direction,delta*turn_rate),-PI/2, PI/2)
|
||||
#Orient bones to face the forward direction
|
||||
|
||||
set_bone_y_rotation(skeleton_ref,Hip,orientation_direction)
|
||||
for bone in Spines:
|
||||
set_bone_y_rotation(skeleton_ref,bone,(-orientation_direction/(Spines.size()))+Offset)
|
||||
|
||||
|
||||
func set_bone_y_rotation(skeleton:Skeleton3D,bone_name:String, y_rot:float, presistant:bool=true):
|
||||
var bone = skeleton.find_bone(bone_name)
|
||||
var bone_transform : Transform3D = skeleton.get_bone_global_pose_no_override(bone)
|
||||
bone_transform = bone_transform.rotated(Vector3(0,1,0), y_rot)
|
||||
|
||||
skeleton.set_bone_global_pose_override(bone, bone_transform,1.0,presistant)
|
||||
|
||||
|
|
@ -24,7 +24,7 @@ signal detected(object: Node3D) #this activates for all
|
|||
func _ready():
|
||||
detection_raycast.add_exception(get_parent())
|
||||
|
||||
func _process(delta):
|
||||
func _process(_delta):
|
||||
if detection_raycast.is_colliding():
|
||||
if detected_player == detection_raycast.get_collider() or detected_object == detection_raycast.get_collider():
|
||||
return
|
||||
|
|
|
@ -27,11 +27,51 @@ func set_otherplayer(value:bool):
|
|||
|
||||
func _ready():
|
||||
$SpringArm3D/Camera3D.set_current(false)
|
||||
#$PlayerGameplayComponent.update_animations()
|
||||
|
||||
|
||||
func set_current_camera():
|
||||
func set_current_camera() -> void:
|
||||
$SpringArm3D/Camera3D.set_current(true)
|
||||
|
||||
|
||||
func set_id(value:int):
|
||||
func set_id(value:int) -> void:
|
||||
$PlayerNetworkingComponent.set_id(value)
|
||||
|
||||
|
||||
func set_activate() -> void:
|
||||
#$AnimationTree.set_active(true)
|
||||
#$AnimationTree.set("parameters/Transition/transition_request","Idle")
|
||||
pass
|
||||
|
||||
#func set_animation_tree_blend_positions(input_vector: Vector2) -> void:
|
||||
# #print("Blend Position: ", input_vector)
|
||||
# $AnimationTree.set("parameters/Idle/blend_position", input_vector)
|
||||
# $AnimationTree.set("parameters/Walk/blend_position", input_vector)
|
||||
|
||||
|
||||
func get_animation() -> String:
|
||||
return $AnimationTree.get("parameters/Transition/current_state") + \
|
||||
", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \
|
||||
", active:" + str($AnimationTree.is_active()) + \
|
||||
", " + str($AnimationPlayer.get_current_animation()) + \
|
||||
", " + str($AnimationPlayer.get_current_animation_position()) + \
|
||||
", " + str($AnimationPlayer.get_autoplay()) + \
|
||||
", playing:" + str($AnimationPlayer.is_playing()) + \
|
||||
", " + str($AnimationTree.get("parameters/Transition/current_state")) + \
|
||||
", " + str($AnimationTree.get("parameters/Transition/current_index"))
|
||||
|
||||
|
||||
func get_gait() -> String:
|
||||
return Global.GAIT.keys()[$CharacterMovementComponent.gait]
|
||||
|
||||
|
||||
func get_stance() -> String:
|
||||
return Global.STANCE.keys()[$CharacterMovementComponent.stance]
|
||||
|
||||
|
||||
func get_rotation_mode() -> String:
|
||||
return Global.ROTATION_MODE.keys()[$CharacterMovementComponent.rotation_mode]
|
||||
|
||||
|
||||
func get_movement_state() -> String:
|
||||
return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -20,6 +20,10 @@ config/icon="res://icon.svg"
|
|||
Multi="*res://scenes/multi.gd"
|
||||
Global="*res://player/Global.gd"
|
||||
|
||||
[display]
|
||||
|
||||
window/subwindows/embed_subwindows=false
|
||||
|
||||
[input]
|
||||
|
||||
ui_left={
|
||||
|
@ -69,7 +73,8 @@ ui_sprint={
|
|||
}
|
||||
ui_jump={
|
||||
"deadzone": 0.5,
|
||||
"events": []
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_interaction={
|
||||
"deadzone": 0.5,
|
||||
|
@ -81,7 +86,8 @@ ui_crouch={
|
|||
}
|
||||
ui_switch_camera_view={
|
||||
"deadzone": 0.5,
|
||||
"events": []
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":86,"physical_keycode":0,"key_label":0,"unicode":118,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_ragdoll={
|
||||
"deadzone": 0.5,
|
||||
|
@ -104,6 +110,11 @@ ui_quit={
|
|||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
ui_debug={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
|
|
|
@ -1,11 +1,39 @@
|
|||
extends Window
|
||||
|
||||
|
||||
@export var node_players : Node = null:
|
||||
set(value):
|
||||
node_players = value
|
||||
|
||||
|
||||
@export var node_me : Node = null:
|
||||
set(value):
|
||||
node_me = value
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
func _process(_delta):
|
||||
if node_players:
|
||||
$TabContainer/Perso/VBoxContainer/HBoxContainer/Count.set_text(str(node_players.get_child_count()))
|
||||
$TabContainer/Perso/VBoxContainer/HBoxContainer2/Id.set_text(str(Multi.get_id()))
|
||||
if node_players.get_child_count() > 0:
|
||||
$TabContainer/Network/VBoxContainer/players/player0.set_text(str(node_players.get_child(0).get_global_position()))
|
||||
print(str(node_players.get_child(0).get_global_position()))
|
||||
if node_me:
|
||||
$TabContainer/Network/VBoxContainer/me/me.set_text(str(node_me.get_child(0).get_global_position()))
|
||||
var tmp:String = ""
|
||||
tmp += "Anim: " + str(node_me.get_child(0).get_animation())
|
||||
tmp += "\nGait: " + node_me.get_child(0).get_gait()
|
||||
tmp += "\nStance: " + node_me.get_child(0).get_stance()
|
||||
tmp += "\nRotation: " + node_me.get_child(0).get_rotation_mode()
|
||||
tmp += "\nMovement: " + node_me.get_child(0).get_movement_state()
|
||||
$TabContainer/Network/VBoxContainer/state/state.set_text(tmp)
|
||||
|
||||
|
||||
func _on_close_requested():
|
||||
hide()
|
||||
|
|
|
@ -17,6 +17,7 @@ grow_horizontal = 2
|
|||
grow_vertical = 2
|
||||
|
||||
[node name="Perso" type="TabBar" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Perso"]
|
||||
|
@ -38,7 +39,7 @@ text = "Count"
|
|||
[node name="Count" type="Label" parent="TabContainer/Perso/VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
text = "0"
|
||||
text = "-"
|
||||
|
||||
[node name="HBoxContainer2" type="HBoxContainer" parent="TabContainer/Perso/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
@ -54,7 +55,6 @@ size_flags_horizontal = 3
|
|||
text = "0"
|
||||
|
||||
[node name="Network" type="TabBar" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Network"]
|
||||
|
@ -64,3 +64,43 @@ anchor_right = 1.0
|
|||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="players" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/players"]
|
||||
layout_mode = 2
|
||||
text = "2nd player:"
|
||||
|
||||
[node name="player0" type="Label" parent="TabContainer/Network/VBoxContainer/players"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
|
||||
[node name="me" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/me"]
|
||||
layout_mode = 2
|
||||
text = "me:"
|
||||
|
||||
[node name="me" type="Label" parent="TabContainer/Network/VBoxContainer/me"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
text = "me"
|
||||
|
||||
[node name="state" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="TabContainer/Network/VBoxContainer/state"]
|
||||
layout_mode = 2
|
||||
text = "state:"
|
||||
|
||||
[node name="state" type="Label" parent="TabContainer/Network/VBoxContainer/state"]
|
||||
layout_mode = 2
|
||||
text = "anim"
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="TabContainer/Network/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[connection signal="close_requested" from="." to="." method="_on_close_requested"]
|
||||
|
|
|
@ -50,12 +50,12 @@ func _on_focus_exited():
|
|||
|
||||
func _on_mouse_entered():
|
||||
focus_ok = true
|
||||
self.get_parent().CharacterBody3D.disabled = true
|
||||
#self.get_parent().CharacterBody3D.disabled = true
|
||||
|
||||
|
||||
func _on_mouse_exited():
|
||||
focus_ok = false
|
||||
self.get_parent().CharacterBody3D.disabled = false
|
||||
#self.get_parent().CharacterBody3D.disabled = false
|
||||
|
||||
func open_windows():
|
||||
focus_ok = false
|
||||
|
|
|
@ -16,9 +16,9 @@ var player_name: String
|
|||
#const PLAYER = preload("res://player/character.tscn")
|
||||
const player_path:String = "res://player/character.tscn"
|
||||
@export var PlayerCharacter = preload(player_path)
|
||||
#@export var debug_window: PackedScene
|
||||
@export var debug_window: PackedScene
|
||||
|
||||
@onready var _MainWindow: Window = get_window()
|
||||
#@onready var _MainWindow: Window = get_window()
|
||||
|
||||
func _ready():
|
||||
_on_connexion_updated(Multi.Connexion.NONE)
|
||||
|
@ -29,13 +29,13 @@ func _ready():
|
|||
$PlayerSpawnLocation.add_child(p)
|
||||
$PlayerSpawnLocation.set_visible(false)
|
||||
p.set_otherplayer(false)
|
||||
#Multi.set_player_position($PlayerSpawnLocation.get_child(0))
|
||||
Multi.set_player_position($PlayerSpawnLocation.get_child(0))
|
||||
Multi.connexion_updated.connect(_on_connexion_updated)
|
||||
Multi.update_my_position.connect(_on_update_me)
|
||||
Multi.update_player_position.connect(_on_update_player)
|
||||
Multi.remove_player.connect(_on_remove_player)
|
||||
#_MainWindow.gui_embed_subwindows = false # Make subwindows actual system windows <- VERY IMPORTANT
|
||||
|
||||
#$Window.world_2d = _MainWindow.world_2d
|
||||
|
||||
func create_view_window():
|
||||
pass
|
||||
|
@ -71,10 +71,11 @@ func _on_connexion_updated(new_state:Multi.Connexion):
|
|||
$Panel.show()
|
||||
elif new_state == Multi.Connexion.CONNECTED:
|
||||
$Panel.hide()
|
||||
$PlayerSpawnLocation.set_visible(true)
|
||||
$PlayerSpawnLocation.get_child(0).set_current_camera()
|
||||
$PlayerSpawnLocation.get_child(0).set_name(str(Multi.get_id()))
|
||||
$PlayerSpawnLocation.get_child(0).set_id(Multi.get_id())
|
||||
$PlayerSpawnLocation.get_child(0).set_activate()
|
||||
$PlayerSpawnLocation.set_visible(true)
|
||||
$CameraStarting.set_current(false)
|
||||
else:
|
||||
$CameraStarting.set_current(true)
|
||||
|
@ -107,6 +108,8 @@ func _on_update_player(id:int, pos:Vector3):
|
|||
child2.set_global_position(pos)
|
||||
else:
|
||||
print("Update player : ", id, " ", pos)
|
||||
print(pos)
|
||||
#pos.y += 10.0
|
||||
child.set_global_position(pos)
|
||||
#child.set_visible(true)
|
||||
|
||||
|
@ -136,16 +139,21 @@ func _on_remove_player(id:int):
|
|||
# print("==========================")
|
||||
|
||||
|
||||
func _process(delta):
|
||||
# if $PlayerSpawnLocation:
|
||||
# print(">", $PlayerSpawnLocation.get_global_position())
|
||||
pass
|
||||
#func _process(delta):
|
||||
## if $PlayerSpawnLocation:
|
||||
## print(">", $PlayerSpawnLocation.get_global_position())
|
||||
# pass
|
||||
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventKey:
|
||||
if event.is_action_pressed("ui_quit"):
|
||||
get_tree().quit()
|
||||
elif event.is_action_pressed("ui_debug"):
|
||||
var new_window: Window = debug_window.instantiate()
|
||||
add_child(new_window)
|
||||
new_window.node_players = $Players
|
||||
new_window.node_me = $PlayerSpawnLocation
|
||||
|
||||
|
||||
func set_player_position(pos: Vector3):
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
[gd_scene load_steps=10 format=3 uid="uid://bemavktwweaog"]
|
||||
[gd_scene load_steps=11 format=3 uid="uid://bemavktwweaog"]
|
||||
|
||||
[ext_resource type="Shader" path="res://scenes/main.gdshader" id="1_caff6"]
|
||||
[ext_resource type="Script" path="res://scenes/main.gd" id="1_ts8of"]
|
||||
[ext_resource type="PackedScene" uid="uid://ddymq82ef22l2" path="res://scenes/DebugWindow.tscn" id="2_6hoce"]
|
||||
[ext_resource type="Script" path="res://scenes/Window.gd" id="3_uwnj8"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_5dcgs"]
|
||||
size = Vector3(1000, 1, 1000)
|
||||
margin = 1.0
|
||||
size = Vector3(1000, 0, 1000)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_gypq5"]
|
||||
render_priority = 0
|
||||
|
@ -13,7 +15,7 @@ shader = ExtResource("1_caff6")
|
|||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_fm2j6"]
|
||||
material = SubResource("ShaderMaterial_gypq5")
|
||||
size = Vector3(1000, 1, 1000)
|
||||
size = Vector3(1000, 0, 1000)
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_0qg6h"]
|
||||
|
||||
|
@ -29,9 +31,9 @@ reflected_light_source = 2
|
|||
|
||||
[node name="main" type="Node3D"]
|
||||
script = ExtResource("1_ts8of")
|
||||
debug_window = ExtResource("2_6hoce")
|
||||
|
||||
[node name="ground" type="StaticBody3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="ground"]
|
||||
shape = SubResource("BoxShape3D_5dcgs")
|
||||
|
@ -53,6 +55,7 @@ environment = SubResource("Environment_12j7q")
|
|||
title = "Connexion"
|
||||
initial_position = 1
|
||||
size = Vector2i(300, 200)
|
||||
always_on_top = true
|
||||
script = ExtResource("3_uwnj8")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="Window"]
|
||||
|
|
|
@ -183,7 +183,7 @@ func get_player_position():
|
|||
if state_connexion != Connexion.CONNECTED:
|
||||
return
|
||||
var pos:PackedFloat64Array = PackedFloat64Array()
|
||||
var posRaw:Vector3 = player_position.get_position()
|
||||
var posRaw:Vector3 = player_position.get_global_position() #get_position()
|
||||
pos.append(posRaw.x)
|
||||
pos.append(posRaw.y)
|
||||
pos.append(posRaw.z)
|
||||
|
|
|
@ -7,7 +7,7 @@ declare FORCE=0
|
|||
declare IMPORT=0
|
||||
declare ERASEIMPORT=0
|
||||
declare WORKDIR="$(dirname $(readlink -f $0))"
|
||||
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.1.2/Godot_v4.1.2-stable_linux.x86_64.zip"
|
||||
declare GODOT_SRC="https://downloads.tuxfamily.org/godotengine/4.1.3/Godot_v4.1.3-stable_linux.x86_64.zip"
|
||||
declare OUTZIP="$WORKDIR/$(basename $GODOT_SRC)"
|
||||
declare CLIENTDIR="$WORKDIR/client"
|
||||
declare OPTION=""
|
||||
|
|
Loading…
Reference in a new issue