24 Commits
2.4 ... 2.5.2

Author SHA1 Message Date
a8d151d568 Add controller support to PR #22 2024-07-15 15:10:44 -07:00
b458cba1a1 Rename handle_rotation to handle_head_rotation 2024-07-15 15:10:20 -07:00
Zakarya
4782f80ec2 Merge pull request #22 from Knockturnal/main
Fixed camera jitter
2024-07-15 14:52:49 -07:00
Knockturnal
8a398bade0 Fixed camera jitter 2024-07-15 17:24:58 +02:00
28becd88c2 Set default values for crouch and sprint in the script 2024-07-02 08:56:27 -07:00
Zakarya
1f9bbd73b3 Merge pull request #20 from Phlegmlee/main
Removed hardcoded lines (causing the sprint and crouch bug) from Character.tscn
2024-07-02 08:55:18 -07:00
Tanner
4c0152e688 Merge branch 'ColormaticStudios:main' into main 2024-07-01 22:04:16 -06:00
Tanner
2d654f7600 Remove hard coded lines
Removed the hard coded lines that were causing the sprint and crouch variables to initialize to lowercase "crouch" and "sprint" instead of user specified values in the script.
2024-07-01 22:03:30 -06:00
6257f07766 Add a comment for check_controls 2024-07-01 19:52:49 -07:00
Zakarya
6a6de243dd Merge pull request #19 from Phlegmlee/main
Removed a stray word in the pause error message.
2024-07-01 19:47:09 -07:00
Tanner
669c951a81 Remove stray word in error message
Removed the word "move" from the error statement referring to the action PAUSE.
2024-07-01 19:55:15 -06:00
c64deaa27a Remove an accidental printf debug
I had added this here to find out why the  headbob animation reset
without any smoothing, but didn't realize it was there in the latest
commit.
2024-07-01 17:15:56 -07:00
be0001e554 Reset a RESET value, attempt to fix a camera bug 2024-06-21 00:11:36 -07:00
2879337ad2 In-editor tools module 2024-05-28 20:28:37 -07:00
80476b2757 An empty line 2024-05-28 20:27:52 -07:00
53935057cd Change if to match in mouse capture code 2024-05-28 20:27:12 -07:00
02018a0105 Only reset headbob animation if it is playing when it is not supposed to 2024-05-28 20:26:27 -07:00
c44be3fbfb Only reset vertical head rotation 2024-05-28 20:24:53 -07:00
b928d6c76b Add a lot of comments 2024-05-28 20:23:39 -07:00
468ff36f4d Gravity is now toggleable 2024-05-28 20:21:53 -07:00
12cf4d63ab Add copyright 2024-05-28 20:20:10 -07:00
11958e5020 Add smoothing for jump and land animations if they are interrupted 2024-05-07 15:48:37 -07:00
11b41ea13d Replace initial_facing_direction with a smarter approach (why didn't I think of this the first time) 2024-03-25 20:41:57 -07:00
bb36e697e4 Fix for #8 2024-03-21 16:02:14 -07:00
5 changed files with 287 additions and 210 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.
**FEATURES:**
- In-air momentum
- Motion smoothing
- FOV smoothing
- Movement animations
- Crouching
- Sprinting
- 2 crosshairs/reticles, one is animated (more to come?)
- Controller/GamePad support (enabled through code, see wiki)
- Extremely configurable
- In-air momentum
- Motion smoothing
- FOV smoothing
- Movement animations
- Crouching
- Sprinting
- 2 crosshairs/reticles, one is animated (more to come?)
- 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!
@ -31,7 +33,7 @@ You can make this a super basic controller by just disabling everything.
- In the controls export group, there is a commented section at the end that says "Uncomment this if you want full controller support". Uncomment that block.
- Make a key map for each direction (left, right, up, down) and map them to your joystick.
- Write in these keymaps in the controls section of the player settings.
- In the `_process` function, there is another block of commented code at the end that says the same thing. Uncomment that too.
- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
- You should now be able to look around with the joystick. Make sure you add the other controls to the input map. (movement, jumping, crouching, sprinting, etc.)
**How to change settings:**
@ -54,3 +56,8 @@ Use the `change_reticle` function on the character.
- Remove the script from the reticle and create a new one. (for some reason you have to do this)
- Edit the reticle to your needs.
- 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

View File

@ -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
# TODO: Add descriptions for each value
@export_category("Character")
@export var base_speed : float = 3.0
@export var sprint_speed : float = 6.0
@ -13,8 +20,6 @@ extends CharacterBody3D
@export var immobile : bool = false
@export_file var default_reticle
@export var initial_facing_direction : Vector3 = Vector3.ZERO
@export_group("Nodes")
@export var HEAD : Node3D
@export var CAMERA : Camera3D
@ -31,14 +36,14 @@ extends CharacterBody3D
@export var FORWARD : String = "ui_up"
@export var BACKWARD : String = "ui_down"
@export var PAUSE : String = "ui_cancel"
@export var CROUCH : String
@export var SPRINT : String
@export var CROUCH : String = "crouch"
@export var SPRINT : String = "sprint"
# Uncomment if you want full controller support
#@export var LOOK_LEFT : String
#@export var LOOK_RIGHT : String
#@export var LOOK_UP : String
#@export var LOOK_DOWN : String
#@export var LOOK_LEFT : String = "look_left"
#@export var LOOK_RIGHT : String = "look_right"
#@export var LOOK_UP : String = "look_up"
#@export var LOOK_DOWN : String = "look_down"
@export_group("Feature Settings")
@export var jumping_enabled : bool = true
@ -52,6 +57,9 @@ extends CharacterBody3D
@export var continuous_jumping : bool = true
@export var view_bobbing : bool = true
@export var jump_animation : bool = true
@export var pausing_enabled : bool = true
@export var gravity_enabled : bool = true
# Member variables
var speed : float = base_speed
@ -59,31 +67,65 @@ var current_speed : float = 0.0
# States: normal, crouching, sprinting
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 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
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
# Stores mouse input for rotating the camera in the phyhsics process
var mouseInput : Vector2 = Vector2(0,0)
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
# Set the camera rotation to whatever initial_facing_direction is
if initial_facing_direction:
HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
HEAD.rotation.y = rotation.y
rotation.y = 0
if default_reticle:
change_reticle(default_reticle)
# Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_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.
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
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 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):
func change_reticle(reticle): # Yup, this function is kinda strange
if RETICLE:
RETICLE.queue_free()
@ -93,6 +135,7 @@ func change_reticle(reticle):
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())
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
@ -107,47 +150,50 @@ func _physics_process(delta):
# Gravity
#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
handle_jumping()
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)
handle_movement(delta, input_dir)
handle_head_rotation()
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir)
if dynamic_fov:
if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov()
if view_bobbing:
headbob_animation(input_dir)
if jump_animation:
if !was_on_floor and is_on_floor(): # Just landed
match randi() % 2:
if !was_on_floor and is_on_floor(): # The player just landed
match randi() % 2: #TODO: Change this to detecting velocity direction
0:
JUMP_ANIMATION.play("land_left")
JUMP_ANIMATION.play("land_left", 0.25)
1:
JUMP_ANIMATION.play("land_right")
was_on_floor = is_on_floor() # This must always be at the end of physics_process
JUMP_ANIMATION.play("land_right", 0.25)
was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping():
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 jump_animation:
JUMP_ANIMATION.play("jump")
velocity.y += jump_velocity
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else:
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play("jump")
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity
@ -172,6 +218,18 @@ func handle_movement(delta, input_dir):
velocity.x = direction.x * speed
velocity.z = direction.z * speed
func handle_head_rotation():
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
# Uncomment for controller support
#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * 0.035 # These are inverted because of the nature of 3D rotation.
#HEAD.rotation.x += controller_view_rotation.x
#HEAD.rotation.y += controller_view_rotation.y
mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func handle_state(moving):
if sprint_enabled:
@ -272,8 +330,9 @@ func headbob_animation(moving):
# This code is extremely performant but it makes no sense.
else:
HEADBOB_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.speed_scale = 1
if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk":
HEADBOB_ANIMATION.speed_scale = 1
HEADBOB_ANIMATION.play("RESET", 1)
func _process(delta):
@ -283,21 +342,16 @@ func _process(delta):
status += " in the air"
$UserInterface/DebugPanel.add_property("State", status, 4)
if Input.is_action_just_pressed(PAUSE):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
# Uncomment if you want full controller support
#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
#HEAD.rotation_degrees.x -= controller_view_rotation.y * 1.5
if pausing_enabled:
if Input.is_action_just_pressed(PAUSE):
match Input.mouse_mode:
Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event):
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
mouseInput.x += event.relative.x
mouseInput.y += event.relative.y

View File

@ -1,6 +1,7 @@
[gd_scene load_steps=20 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/EditorModule.gd" id="3_v3ckk"]
[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
@ -13,70 +14,6 @@ material = SubResource("StandardMaterial3D_kp17n")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
[sub_resource type="Animation" id="Animation_5ec5e"]
resource_name = "crouch"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:scale")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
}
[sub_resource type="Animation" id="Animation_j8cx7"]
resource_name = "RESET"
length = 0.001
@ -141,6 +78,70 @@ tracks/4/keys = {
"values": [Vector3(0, 1.5, 0)]
}
[sub_resource type="Animation" id="Animation_5ec5e"]
resource_name = "crouch"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:scale")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 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, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
_data = {
"RESET": SubResource("Animation_j8cx7"),
@ -173,16 +174,32 @@ tracks/1/keys = {
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0)
}
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),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0)
[sub_resource type="Animation" id="Animation_8ku67"]
resource_name = "sprint"
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(0.06, -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),
"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)
}
[sub_resource type="Animation" id="Animation_lrqmv"]
@ -211,55 +228,6 @@ tracks/1/keys = {
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 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_8ku67"]
resource_name = "sprint"
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(0.06, -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),
"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="AnimationLibrary" id="AnimationLibrary_o0unb"]
_data = {
@ -280,7 +248,7 @@ tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector3(0.0349066, 0, 0)]
"values": [Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
@ -311,34 +279,6 @@ tracks/0/keys = {
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 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="Animation" id="Animation_l1rph"]
resource_name = "land_left"
length = 1.5
@ -367,6 +307,34 @@ tracks/1/keys = {
"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"]
_data = {
"RESET": SubResource("Animation_fvvjq"),
@ -392,8 +360,6 @@ HEADBOB_ANIMATION = NodePath("Head/HeadbobAnimation")
JUMP_ANIMATION = NodePath("Head/JumpAnimation")
CROUCH_ANIMATION = NodePath("CrouchAnimation")
COLLISION_MESH = NodePath("Collision")
CROUCH = "crouch"
SPRINT = "sprint"
[node name="Mesh" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
@ -412,7 +378,6 @@ libraries = {
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Camera" type="Camera3D" parent="Head"]
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
[node name="HeadbobAnimation" type="AnimationPlayer" parent="Head"]
libraries = {
@ -455,3 +420,6 @@ layout_mode = 2
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_k4wwl")
target_position = Vector3(0, 0.5, 0)
[node name="EditorModule" type="Node" parent="."]
script = ExtResource("3_v3ckk")

View File

@ -5,11 +5,11 @@ func _process(delta):
if visible:
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
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:
target = Label.new()
target = Label.new() # Debug lines are of type Label
$MarginContainer/VBoxContainer.add_child(target)
target.name = title
target.text = title + ": " + str(value)