Added a jump and land camera animation
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@ -16,7 +16,8 @@ extends CharacterBody3D
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@export_group("Nodes")
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@export var HEAD : Node3D
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@export var CAMERA : Camera3D
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@export var CAMERA_ANIMATION : AnimationPlayer
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@export var HEADBOB_ANIMATION : AnimationPlayer
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@export var JUMP_ANIMATION : AnimationPlayer
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@export var COLLISION_MESH : CollisionShape3D
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@export_group("Controls")
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@ -48,12 +49,14 @@ extends CharacterBody3D
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@export var dynamic_fov : bool = true
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@export var continuous_jumping : bool = true
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@export var view_bobbing : bool = true
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@export var jump_animation : bool = true
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# Member variables
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var speed : float = base_speed
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# States: normal, crouching, sprinting
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var state : String = "normal"
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var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
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var was_on_floor : bool = true
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# Get the gravity from the project settings to be synced with RigidBody nodes
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var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
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@ -67,7 +70,8 @@ func _ready():
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HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero
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# Reset the camera position
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CAMERA_ANIMATION.play("RESET")
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HEADBOB_ANIMATION.play("RESET")
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JUMP_ANIMATION.play("RESET")
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func _physics_process(delta):
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@ -104,14 +108,24 @@ func _physics_process(delta):
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if view_bobbing:
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headbob_animation(input_dir)
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if jump_animation:
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if !was_on_floor and is_on_floor(): # Just landed
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JUMP_ANIMATION.play("land")
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was_on_floor = is_on_floor() # This must always be at the end of physics_process
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func handle_jumping():
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if jumping_enabled:
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if continuous_jumping:
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if Input.is_action_pressed(JUMP) and is_on_floor():
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if jump_animation:
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JUMP_ANIMATION.play("jump")
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velocity.y += jump_velocity
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else:
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if Input.is_action_just_pressed(JUMP) and is_on_floor():
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if jump_animation:
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JUMP_ANIMATION.play("jump")
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velocity.y += jump_velocity
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@ -214,10 +228,10 @@ func update_collision_scale():
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func headbob_animation(moving):
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if moving and is_on_floor():
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CAMERA_ANIMATION.play("headbob", 0.25)
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CAMERA_ANIMATION.speed_scale = (speed / base_speed) * 1.75
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HEADBOB_ANIMATION.play("headbob", 0.25)
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HEADBOB_ANIMATION.speed_scale = (speed / base_speed) * 1.75
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else:
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CAMERA_ANIMATION.play("RESET", 0.25)
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HEADBOB_ANIMATION.play("RESET", 0.25)
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func _process(delta):
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=3 uid="uid://cc1m2a1obsyn4"]
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[gd_scene load_steps=15 format=3 uid="uid://cc1m2a1obsyn4"]
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[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
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[ext_resource type="PackedScene" uid="uid://3mij3cjhkwsm" path="res://addons/fpc/reticles/reticle_1.tscn" id="2_uuexm"]
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@ -96,17 +96,70 @@ _data = {
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"headbob": SubResource("Animation_lrqmv")
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}
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[sub_resource type="Animation" id="Animation_s07ye"]
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resource_name = "jump"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Camera:rotation")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_fvvjq"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Camera:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0.0349066, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_vsknp"]
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resource_name = "land"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Camera:rotation")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
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_data = {
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"RESET": SubResource("Animation_fvvjq"),
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"jump": SubResource("Animation_s07ye"),
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"land": SubResource("Animation_vsknp")
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}
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[sub_resource type="Theme" id="Theme_wdf0f"]
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MarginContainer/constants/margin_bottom = 10
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MarginContainer/constants/margin_left = 10
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MarginContainer/constants/margin_right = 10
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MarginContainer/constants/margin_top = 10
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[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "CAMERA_ANIMATION", "COLLISION_MESH")]
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[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "COLLISION_MESH")]
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script = ExtResource("1_0t4e8")
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HEAD = NodePath("Head")
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CAMERA = NodePath("Head/Camera")
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CAMERA_ANIMATION = NodePath("Head/camera_animation")
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HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
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JUMP_ANIMATION = NodePath("Head/JumpAnimation")
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COLLISION_MESH = NodePath("Collision")
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CROUCH = "crouch"
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SPRINT = "sprint"
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@ -123,13 +176,20 @@ shape = SubResource("CapsuleShape3D_uy03j")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
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[node name="Camera" type="Camera3D" parent="Head"]
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transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
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[node name="camera_animation" type="AnimationPlayer" parent="Head"]
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[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
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libraries = {
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"": SubResource("AnimationLibrary_o0unb")
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}
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blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"headbob", 0.5, &"headbob", &"RESET", 0.5]
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[node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
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libraries = {
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"": SubResource("AnimationLibrary_qeg5r")
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}
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speed_scale = 4.0
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[node name="UserInterface" type="Control" parent="."]
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layout_mode = 3
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anchors_preset = 15
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