Adds Player controller
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ab3890896d
35 changed files with 26403 additions and 0 deletions
24
scripts/player/cameraController.gd
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24
scripts/player/cameraController.gd
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extends Camera3D
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@export var PlayerNode: Node3D;
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@export var turnSpeed: float = 0.25;
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@export var XRotationClamp: Vector2 = Vector2(-90, 90)
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var currentRotation: Vector2 = Vector2(0,0);
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED;
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func _input(event: InputEvent) -> void:
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if event is not InputEventMouseMotion:
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return
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var inputRotation = event.relative
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self.currentRotation += Vector2(inputRotation.y, inputRotation.x) * self.turnSpeed * -1;
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self.currentRotation.x = clamp(currentRotation.x, XRotationClamp.x, XRotationClamp.y);
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self.rotation_degrees.x = currentRotation.x;
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self.PlayerNode.rotation_degrees.y = currentRotation.y
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44
scripts/player/player.gd
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44
scripts/player/player.gd
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extends CharacterBody3D
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@onready var animationtree: AnimationTree = $Camera3D/Weapon/AnimationPlayer/AnimationTree
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const SPEED: float = 5.0
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const FALLOFF_SPEED: float = 0.5
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const JUMP_VELOCITY: float = 4.5
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var lastDirection = Vector2(0,0)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("player_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("player_right", "player_left", "player_down", "player_up")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var falloffSpeed = FALLOFF_SPEED
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if not is_on_floor():
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falloffSpeed = 0.02;
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, falloffSpeed)
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velocity.z = move_toward(velocity.z, 0, falloffSpeed)
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move_and_slide()
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lastDirection.x = move_toward(lastDirection.x, input_dir.x, 0.05);
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lastDirection.y = move_toward(lastDirection.y, input_dir.y, 0.05);
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animationtree.set('parameters/Movement/blend_position', lastDirection);
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25
scripts/player/weapon.gd
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25
scripts/player/weapon.gd
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extends Node3D
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@onready var animationtree: AnimationTree = $AnimationPlayer/AnimationTree
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@onready var timer: Timer = $CooldownTimer
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var statemachine: AnimationNodeStateMachinePlayback
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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self.statemachine = animationtree['parameters/playback']
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func _input(event: InputEvent) -> void:
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if event is not InputEventMouseButton:
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return
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if not event.is_action_pressed('player_shoot'):
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return
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if self.timer.time_left > 0:
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return
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self.animationtree.set('parameters/Fire/blend_position', randf_range(0, 2))
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self.statemachine.travel('Fire')
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self.timer.start()
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3
scripts/player/weapon_animation_player.gd
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3
scripts/player/weapon_animation_player.gd
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extends AnimationPlayer
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@export var animationTree: AnimationTree;
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