Add descriptions for exported values
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@ -6,21 +6,29 @@
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extends CharacterBody3D
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# TODO: Add descriptions for each value
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## The settings for the character's movement and feel.
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@export_category("Character")
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## The speed that the character moves at without crouching or sprinting.
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@export var base_speed : float = 3.0
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## The speed that the character moves at when sprinting.
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@export var sprint_speed : float = 6.0
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## The speed that the character moves at when crouching.
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@export var crouch_speed : float = 1.0
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## How fast the character speeds up and slows down when Motion Smoothing is on.
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@export var acceleration : float = 10.0
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## How high the player jumps.
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@export var jump_velocity : float = 4.5
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## How far the player turns when the mouse is moved.
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@export var mouse_sensitivity : float = 0.1
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## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled.
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@export var immobile : bool = false
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## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove.
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@export_file var default_reticle
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@export_group("Nodes")
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## The node that holds the camera. This is rotated instead of the camera for mouse input.
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@export var HEAD : Node3D
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@export var CAMERA : Camera3D
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@export var HEADBOB_ANIMATION : AnimationPlayer
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@ -35,6 +43,7 @@ extends CharacterBody3D
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@export var RIGHT : String = "ui_right"
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@export var FORWARD : String = "ui_up"
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@export var BACKWARD : String = "ui_down"
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## By default this does not pause the game, but that can be set in _process.
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@export var PAUSE : String = "ui_cancel"
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@export var CROUCH : String = "crouch"
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@export var SPRINT : String = "sprint"
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@ -46,18 +55,27 @@ extends CharacterBody3D
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#@export var LOOK_DOWN : String = "look_down"
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@export_group("Feature Settings")
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## Enable or disable jumping. Useful for restrictive storytelling environments.
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@export var jumping_enabled : bool = true
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## Wether the player can move in the air or not.
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@export var in_air_momentum : bool = true
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## Smooths the feel of walking.
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@export var motion_smoothing : bool = true
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@export var sprint_enabled : bool = true
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@export var crouch_enabled : bool = true
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@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0
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@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
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## Wether sprinting should effect FOV.
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@export var dynamic_fov : bool = true
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## If the player holds down the jump button, should the player keep hopping.
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@export var continuous_jumping : bool = true
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## Enables the view bobbing animation.
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@export var view_bobbing : bool = true
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## Enables an immersive animation when the player jumps and hits the ground.
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@export var jump_animation : bool = true
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## This determines wether the player can use the pause button, not wether the game will actually pause.
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@export var pausing_enabled : bool = true
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## Use with caution.
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@export var gravity_enabled : bool = true
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@ -344,11 +362,14 @@ func _process(delta):
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if pausing_enabled:
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if Input.is_action_just_pressed(PAUSE):
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# You may want another node to handle pausing, because this player may get paused too.
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match Input.mouse_mode:
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Input.MOUSE_MODE_CAPTURED:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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#get_tree().paused = false
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Input.MOUSE_MODE_VISIBLE:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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#get_tree().paused = false
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func _unhandled_input(event):
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