17 Commits
2.3 ... 2.5

7 changed files with 330 additions and 69 deletions

View File

@ -11,14 +11,16 @@ Some parts came from StayAtHomeDev's FPS tutorial. You can find that [here](http
Move with WASD, space to jump, shift to sprint, C to crouch. Move with WASD, space to jump, shift to sprint, C to crouch.
**FEATURES:** **FEATURES:**
- Extremely configurable
- In-air momentum - In-air momentum
- Motion smoothing - Motion smoothing
- FOV smoothing - FOV smoothing
- Head bobbing - Movement animations
- Crouching - Crouching
- Sprinting - Sprinting
- 2 crosshairs/reticles, one is animated (more to come?) - 2 crosshairs/reticles, one is animated (more to come?)
- Controller/GamePad support (enabled through code, see wiki) - Controller/GamePad support (enabled through code, see wiki)
- In-editor tools (enable editable children to use)
If you make a cool game with this addon, I would love to hear about it! If you make a cool game with this addon, I would love to hear about it!
@ -44,10 +46,9 @@ Click on the character node and there should be settings in the "Feature Setting
- Use the `is_on_floor` function to tell if the player is standing or falling. - Use the `is_on_floor` function to tell if the player is standing or falling.
**How to change reticles (crosshairs):** **How to change reticles (crosshairs):**
- Find the folder at `res://addons/fpc/reticles`. Change the "Default Reticle" setting to your reticle file.
- Pick one and add it to the `UserInterface` node in the character scene. You may need to right click on the character and enable "Editable Children". During runtime:
- Set the Character value to your character node. (it's under the Nodes group) Use the `change_reticle` function on the character.
- Change the `anchors_preset` value on the reticle to Center.
**How to create a new reticle:** **How to create a new reticle:**
- Choose a reticle to base it off of. - Choose a reticle to base it off of.
@ -56,3 +57,7 @@ Click on the character node and there should be settings in the "Feature Setting
- Edit the reticle to your needs. - Edit the reticle to your needs.
- Follow the "how to change reticles" directions to use it. - Follow the "how to change reticles" directions to use it.
**How to use the editor tools:**
- Enable editable children on the `CharacterBody` node
- Use the options in the Properties tab to change things
- These changes apply in runtime as well

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@ -0,0 +1,48 @@
@tool
extends Node
# This module affects runtime nad
#TODO: Add descriptions
@export_category("Controller Editor Module")
@export var head_y_rotation : float = 0:
set(new_rotation):
head_y_rotation = new_rotation
HEAD.rotation.y = head_y_rotation
update_configuration_warnings()
@export_group("Nodes")
@export var CHARACTER : CharacterBody3D
@export var head_path : String = "Head" # From this nodes parent node
#@export var CAMERA : Camera3D
#@export var HEADBOB_ANIMATION : AnimationPlayer
#@export var JUMP_ANIMATION : AnimationPlayer
#@export var CROUCH_ANIMATION : AnimationPlayer
#@export var COLLISION_MESH : CollisionShape3D
var HEAD
func _ready():
HEAD = get_node("../" + head_path)
if Engine.is_editor_hint():
pass
else:
HEAD.rotation.y = head_y_rotation
func _process(delta):
if Engine.is_editor_hint():
pass
func _get_configuration_warnings():
var warnings = []
if head_y_rotation > 360:
warnings.append("The head rotation is greater than 360")
if head_y_rotation < 0:
warnings.append("The head rotation is less than 0")
# Returning an empty array gives no warnings
return warnings

View File

@ -1,7 +1,14 @@
# COPYRIGHT Colormatic Studios
# MIT licence
# Quality Godot First Person Controller v2
extends CharacterBody3D extends CharacterBody3D
# TODO: Add descriptions for each value # TODO: Add descriptions for each value
@export_category("Character") @export_category("Character")
@export var base_speed : float = 3.0 @export var base_speed : float = 3.0
@export var sprint_speed : float = 6.0 @export var sprint_speed : float = 6.0
@ -10,8 +17,8 @@ extends CharacterBody3D
@export var acceleration : float = 10.0 @export var acceleration : float = 10.0
@export var jump_velocity : float = 4.5 @export var jump_velocity : float = 4.5
@export var mouse_sensitivity : float = 0.1 @export var mouse_sensitivity : float = 0.1
@export var immobile : bool = false
@export var initial_facing_direction : Vector3 = Vector3.ZERO @export_file var default_reticle
@export_group("Nodes") @export_group("Nodes")
@export var HEAD : Node3D @export var HEAD : Node3D
@ -39,7 +46,6 @@ extends CharacterBody3D
#@export var LOOK_DOWN : String #@export var LOOK_DOWN : String
@export_group("Feature Settings") @export_group("Feature Settings")
@export var immobile : bool = false
@export var jumping_enabled : bool = true @export var jumping_enabled : bool = true
@export var in_air_momentum : bool = true @export var in_air_momentum : bool = true
@export var motion_smoothing : bool = true @export var motion_smoothing : bool = true
@ -51,6 +57,9 @@ extends CharacterBody3D
@export var continuous_jumping : bool = true @export var continuous_jumping : bool = true
@export var view_bobbing : bool = true @export var view_bobbing : bool = true
@export var jump_animation : bool = true @export var jump_animation : bool = true
@export var pausing_enabled : bool = true
@export var gravity_enabled : bool = true
# Member variables # Member variables
var speed : float = base_speed var speed : float = base_speed
@ -58,25 +67,72 @@ var current_speed : float = 0.0
# States: normal, crouching, sprinting # States: normal, crouching, sprinting
var state : String = "normal" var state : String = "normal"
var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch. var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
var was_on_floor : bool = true var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
# The reticle should always have a Control node as the root
var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes # Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
func _ready(): func _ready():
#It is safe to comment this line if your game doesn't start with the mouse captured
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Set the camera rotation to whatever initial_facing_direction is # If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
if initial_facing_direction: HEAD.rotation.y = rotation.y
HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero rotation.y = 0
if default_reticle:
change_reticle(default_reticle)
# Reset the camera position # Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION.play("RESET") HEADBOB_ANIMATION.play("RESET")
JUMP_ANIMATION.play("RESET") JUMP_ANIMATION.play("RESET")
CROUCH_ANIMATION.play("RESET")
check_controls()
func check_controls(): # If you add a control, you might want to add a check for it here.
if !InputMap.has_action(JUMP):
push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
jumping_enabled = false
if !InputMap.has_action(LEFT):
push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(RIGHT):
push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(FORWARD):
push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(BACKWARD):
push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(PAUSE):
push_error("No control mapped for move pause. Please add an input map control. Disabling pausing.")
pausing_enabled = false
if !InputMap.has_action(CROUCH):
push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
crouch_enabled = false
if !InputMap.has_action(SPRINT):
push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
sprint_enabled = false
func change_reticle(reticle): # Yup, this function is kinda strange
if RETICLE:
RETICLE.queue_free()
RETICLE = load(reticle).instantiate()
RETICLE.character = self
$UserInterface.add_child(RETICLE)
func _physics_process(delta): func _physics_process(delta):
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3.ZERO.distance_to(get_real_velocity()) current_speed = Vector3.ZERO.distance_to(get_real_velocity())
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1) $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property("Target speed", speed, 2) $UserInterface/DebugPanel.add_property("Target speed", speed, 2)
@ -91,43 +147,48 @@ func _physics_process(delta):
# Gravity # Gravity
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code #gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
if not is_on_floor(): if not is_on_floor() and gravity and gravity_enabled:
velocity.y -= gravity * delta velocity.y -= gravity * delta
handle_jumping() handle_jumping()
var input_dir = Vector2.ZERO var input_dir = Vector2.ZERO
if !immobile: if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD) input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir) handle_movement(delta, input_dir)
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding() low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir) handle_state(input_dir)
if dynamic_fov: if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov() update_camera_fov()
if view_bobbing: if view_bobbing:
headbob_animation(input_dir) headbob_animation(input_dir)
if jump_animation: if jump_animation:
if !was_on_floor and is_on_floor(): # Just landed if !was_on_floor and is_on_floor(): # The player just landed
JUMP_ANIMATION.play("land") match randi() % 2: #TODO: Change this to detecting velocity direction
0:
JUMP_ANIMATION.play("land_left", 0.25)
1:
JUMP_ANIMATION.play("land_right", 0.25)
was_on_floor = is_on_floor() # This must always be at the end of physics_process was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping(): func handle_jumping():
if jumping_enabled: if jumping_enabled:
if continuous_jumping: if continuous_jumping: # Hold down the jump button
if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling: if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation: if jump_animation:
JUMP_ANIMATION.play("jump") JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else: else:
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling: if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation: if jump_animation:
JUMP_ANIMATION.play("jump") JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity velocity.y += jump_velocity
@ -231,18 +292,28 @@ func update_camera_fov():
func headbob_animation(moving): func headbob_animation(moving):
if moving and is_on_floor(): if moving and is_on_floor():
var use_headbob_animation : String
match state:
"normal","crouching":
use_headbob_animation = "walk"
"sprinting":
use_headbob_animation = "sprint"
var was_playing : bool = false var was_playing : bool = false
if HEADBOB_ANIMATION.current_animation == "headbob": if HEADBOB_ANIMATION.current_animation == use_headbob_animation:
was_playing = true was_playing = true
HEADBOB_ANIMATION.play("headbob", 0.25)
HEADBOB_ANIMATION.play(use_headbob_animation, 0.25)
HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75 HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
if !was_playing: if !was_playing:
HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction HEADBOB_ANIMATION.seek(float(randi() % 2)) # Randomize the initial headbob direction
# Let me explain that piece of code because it looks like it does the opposite of what it actually does. # Let me explain that piece of code because it looks like it does the opposite of what it actually does.
# The headbob animation has two starting positions. One is at 0 and the other is at 1. # The headbob animation has two starting positions. One is at 0 and the other is at 1.
# randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions. # randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions.
# This code is extremely performant but it makes no sense.
else: else:
if HEADBOB_ANIMATION.is_playing():
HEADBOB_ANIMATION.play("RESET", 0.25) HEADBOB_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.speed_scale = 1 HEADBOB_ANIMATION.speed_scale = 1
@ -254,12 +325,15 @@ func _process(delta):
status += " in the air" status += " in the air"
$UserInterface/DebugPanel.add_property("State", status, 4) $UserInterface/DebugPanel.add_property("State", status, 4)
if pausing_enabled:
if Input.is_action_just_pressed(PAUSE): if Input.is_action_just_pressed(PAUSE):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: match Input.mouse_mode:
Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE: Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90)) HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
# Uncomment if you want full controller support # Uncomment if you want full controller support

View File

@ -1,7 +1,7 @@
[gd_scene load_steps=19 format=3 uid="uid://cc1m2a1obsyn4"] [gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"] [ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
[ext_resource type="PackedScene" uid="uid://3mij3cjhkwsm" path="res://addons/fpc/reticles/reticle_1.tscn" id="2_uuexm"] [ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"] [ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
@ -14,30 +14,67 @@ material = SubResource("StandardMaterial3D_kp17n")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
[sub_resource type="Animation" id="Animation_pqev3"] [sub_resource type="Animation" id="Animation_j8cx7"]
resource_name = "RESET"
length = 0.001 length = 0.001
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:position") tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 1 tracks/0/interp = 2
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0), "times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1), "transitions": PackedFloat32Array(1),
"update": 0, "update": 0,
"values": [Vector3(0, 1, 0)] "values": [Vector3(1, 1, 1)]
} }
tracks/1/type = "value" tracks/1/type = "value"
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/path = NodePath("Head:position") tracks/1/path = NodePath("Collision:scale")
tracks/1/interp = 1 tracks/1/interp = 2
tracks/1/loop_wrap = true tracks/1/loop_wrap = true
tracks/1/keys = { tracks/1/keys = {
"times": PackedFloat32Array(0), "times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1), "transitions": PackedFloat32Array(1),
"update": 0, "update": 0,
"values": [Vector3(1, 1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Mesh:position")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Collision:position")
tracks/3/interp = 2
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1, 0)]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("Head:position")
tracks/4/interp = 2
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 1.5, 0)] "values": [Vector3(0, 1.5, 0)]
} }
@ -107,7 +144,7 @@ tracks/4/keys = {
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
_data = { _data = {
"RESET": SubResource("Animation_pqev3"), "RESET": SubResource("Animation_j8cx7"),
"crouch": SubResource("Animation_5ec5e") "crouch": SubResource("Animation_5ec5e")
} }
@ -149,8 +186,8 @@ tracks/2/keys = {
"times": PackedFloat32Array(0) "times": PackedFloat32Array(0)
} }
[sub_resource type="Animation" id="Animation_lrqmv"] [sub_resource type="Animation" id="Animation_8ku67"]
resource_name = "headbob" resource_name = "sprint"
length = 2.0 length = 2.0
loop_mode = 1 loop_mode = 1
tracks/0/type = "bezier" tracks/0/type = "bezier"
@ -160,8 +197,46 @@ tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1 tracks/0/interp = 1
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.06, -0.25, 0, 0.25, -0.01, 0, 0, 0, 0, 0, -0.06, -0.25, 0.01, 0.25, 0.01, 0, 0, 0, 0, 0, 0.06, -0.25, -0.01, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0), "handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, -0.04, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0.04, -0.25, 0, 0.25, 0), "points": PackedFloat32Array(0.05, -0.25, 0, 0.2, -0.01, 0, -0.2, 0.000186046, 0.2, 0.000186046, 0.05, -0.2, -0.01, 0.2, -0.01, 0, -0.2, 0, 0.2, 0, 0.05, -0.2, -0.01, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="Animation" id="Animation_lrqmv"]
resource_name = "walk"
length = 2.0
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2) "times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
} }
tracks/1/type = "bezier" tracks/1/type = "bezier"
@ -190,7 +265,8 @@ tracks/2/keys = {
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
_data = { _data = {
"RESET": SubResource("Animation_gh776"), "RESET": SubResource("Animation_gh776"),
"headbob": SubResource("Animation_lrqmv") "sprint": SubResource("Animation_8ku67"),
"walk": SubResource("Animation_lrqmv")
} }
[sub_resource type="Animation" id="Animation_fvvjq"] [sub_resource type="Animation" id="Animation_fvvjq"]
@ -207,9 +283,22 @@ tracks/0/keys = {
"update": 0, "update": 0,
"values": [Vector3(0.0349066, 0, 0)] "values": [Vector3(0.0349066, 0, 0)]
} }
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_s07ye"] [sub_resource type="Animation" id="Animation_s07ye"]
resource_name = "jump" resource_name = "jump"
length = 3.0
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
@ -217,14 +306,15 @@ tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2 tracks/0/interp = 2
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1), "times": PackedFloat32Array(0, 0.6, 3),
"transitions": PackedFloat32Array(1, 1, 1), "transitions": PackedFloat32Array(1, 1, 1),
"update": 0, "update": 0,
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)] "values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
} }
[sub_resource type="Animation" id="Animation_vsknp"] [sub_resource type="Animation" id="Animation_l1rph"]
resource_name = "land" resource_name = "land_left"
length = 1.5
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
@ -232,17 +322,58 @@ tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2 tracks/0/interp = 2
tracks/0/loop_wrap = true tracks/0/loop_wrap = true
tracks/0/keys = { tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1), "times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1), "transitions": PackedFloat32Array(1, 1, 1),
"update": 0, "update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)] "values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_vsknp"]
resource_name = "land_right"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
} }
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
_data = { _data = {
"RESET": SubResource("Animation_fvvjq"), "RESET": SubResource("Animation_fvvjq"),
"jump": SubResource("Animation_s07ye"), "jump": SubResource("Animation_s07ye"),
"land": SubResource("Animation_vsknp") "land_left": SubResource("Animation_l1rph"),
"land_right": SubResource("Animation_vsknp")
} }
[sub_resource type="Theme" id="Theme_wdf0f"] [sub_resource type="Theme" id="Theme_wdf0f"]
@ -255,6 +386,7 @@ MarginContainer/constants/margin_top = 10
[node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")] [node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")]
script = ExtResource("1_0t4e8") script = ExtResource("1_0t4e8")
default_reticle = "res://addons/fpc/reticles/reticle_1.tscn"
HEAD = NodePath("Head") HEAD = NodePath("Head")
CAMERA = NodePath("Head/Camera") CAMERA = NodePath("Head/Camera")
HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation") HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
@ -287,7 +419,7 @@ transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391
libraries = { libraries = {
"": SubResource("AnimationLibrary_o0unb") "": SubResource("AnimationLibrary_o0unb")
} }
blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"headbob", 0.5, &"headbob", &"RESET", 0.5] blend_times = [&"RESET", &"RESET", 0.5, &"RESET", &"walk", 0.5, &"walk", &"RESET", 0.5]
[node name="JumpAnimation" type="AnimationPlayer" parent="Head"] [node name="JumpAnimation" type="AnimationPlayer" parent="Head"]
libraries = { libraries = {
@ -304,11 +436,6 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 1 mouse_filter = 1
[node name="Reticle_1" parent="UserInterface" node_paths=PackedStringArray("reticle_lines", "character") instance=ExtResource("2_uuexm")]
layout_mode = 1
reticle_lines = [NodePath("top"), NodePath("left"), NodePath("right"), NodePath("bottom")]
character = NodePath("../..")
[node name="DebugPanel" type="PanelContainer" parent="UserInterface"] [node name="DebugPanel" type="PanelContainer" parent="UserInterface"]
visible = false visible = false
layout_mode = 0 layout_mode = 0
@ -330,4 +457,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_k4wwl") shape = SubResource("SphereShape3D_k4wwl")
target_position = Vector3(0, 0.5, 0) target_position = Vector3(0, 0.5, 0)
[editable path="UserInterface/Reticle_1"] [node name="EditorModule" type="Node" parent="."]
script = ExtResource("3_v3ckk")

View File

@ -5,11 +5,11 @@ func _process(delta):
if visible: if visible:
pass pass
func add_property(title : String, value, order : int): func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
var target var target
target = $MarginContainer/VBoxContainer.find_child(title, true, false) target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
if !target: if !target:
target = Label.new() target = Label.new() # Debug lines are of type Label
$MarginContainer/VBoxContainer.add_child(target) $MarginContainer/VBoxContainer.add_child(target)
target.name = title target.name = title
target.text = title + ": " + str(value) target.text = title + ": " + str(value)

View File

@ -73,7 +73,7 @@ func update_reticle_settings():
reticle_lines[3].points[1].y = line_length + line_distance reticle_lines[3].points[1].y = line_length + line_distance
" "
[node name="Reticle" type="CenterContainer"] [node name="Reticle" type="CenterContainer" node_paths=PackedStringArray("reticle_lines")]
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5
anchor_top = 0.5 anchor_top = 0.5
@ -82,6 +82,7 @@ anchor_bottom = 0.5
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = SubResource("GDScript_a8kpl") script = SubResource("GDScript_a8kpl")
reticle_lines = [NodePath("top"), NodePath("left"), NodePath("right"), NodePath("bottom")]
[node name="dot" type="Polygon2D" parent="."] [node name="dot" type="Polygon2D" parent="."]
polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1) polygon = PackedVector2Array(-1, -1, 1, -1, 1, 1, -1, 1)

View File

@ -65,6 +65,9 @@ uv1_triplanar_sharpness = 0.000850145
[node name="Character" parent="." instance=ExtResource("1_e18vq")] [node name="Character" parent="." instance=ExtResource("1_e18vq")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="Camera" parent="Character/Head" index="0"]
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_20rw3") environment = SubResource("Environment_20rw3")
@ -104,3 +107,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 3, -15.5)
use_collision = true use_collision = true
size = Vector3(19, 8, 1) size = Vector3(19, 8, 1)
material = SubResource("StandardMaterial3D_7j4uu") material = SubResource("StandardMaterial3D_7j4uu")
[editable path="Character"]