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@ -33,9 +33,13 @@ 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.
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- Make a key map for each direction (left, right, up, down) and map them to your joystick.
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- Write in these keymaps in the controls section of the player settings.
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- In the `_process` function, there is another block of commented code at the end that says the same thing. Uncomment that too.
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||||
- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
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- 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.)
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**Slope/staircase:**
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Credit to @roberto-urbani23
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In the character inspector, you can uncheck Stop on Slope and set the max angle to 89 (for some reason, 90 will make the player stuck). Also Snap Length to 1 otherwise your character will not remain attached to stairs if you sprint while going downstairs.
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**How to change settings:**
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Click on the character node and there should be settings in the "Feature Settings" group.
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||||
|
@ -1,39 +1,40 @@
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||||
@tool
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||||
extends Node
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||||
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||||
# This module affects runtime nad
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# This does not effect runtime yet but will in the future.
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||||
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||||
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#TODO: Add descriptions
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@export_category("Controller Editor Module")
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||||
@export var head_y_rotation : float = 0:
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@export_range(-360.0, 360.0, 0.01, "or_greater", "or_less") var head_y_rotation : float = 0.0:
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set(new_rotation):
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head_y_rotation = new_rotation
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HEAD.rotation.y = head_y_rotation
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update_configuration_warnings()
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if HEAD:
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head_y_rotation = new_rotation
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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update_configuration_warnings()
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@export_range(-90.0, 90.0, 0.01, "or_greater", "or_less") var head_x_rotation : float = 0.0:
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set(new_rotation):
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if HEAD:
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head_x_rotation = new_rotation
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HEAD.rotation.x = deg_to_rad(head_x_rotation)
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update_configuration_warnings()
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@export_group("Nodes")
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@export var CHARACTER : CharacterBody3D
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@export var head_path : String = "Head" # From this nodes parent node
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@export var head_path : String = "Head" # Relative to the parent node
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#@export var CAMERA : Camera3D
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#@export var HEADBOB_ANIMATION : AnimationPlayer
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#@export var JUMP_ANIMATION : AnimationPlayer
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#@export var CROUCH_ANIMATION : AnimationPlayer
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#@export var COLLISION_MESH : CollisionShape3D
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var HEAD
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@onready var HEAD = get_node("../" + head_path)
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func _ready():
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HEAD = get_node("../" + head_path)
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if Engine.is_editor_hint():
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pass
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else:
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HEAD.rotation.y = head_y_rotation
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if !Engine.is_editor_hint():
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print("not editor")
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HEAD.rotation.y = deg_to_rad(head_y_rotation)
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HEAD.rotation.x = deg_to_rad(head_x_rotation)
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func _process(delta):
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if Engine.is_editor_hint():
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pass
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func _get_configuration_warnings():
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var warnings = []
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@ -41,8 +42,8 @@ func _get_configuration_warnings():
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if head_y_rotation > 360:
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warnings.append("The head rotation is greater than 360")
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if head_y_rotation < 0:
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warnings.append("The head rotation is less than 0")
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if head_y_rotation < -360:
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warnings.append("The head rotation is less than -360")
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# Returning an empty array gives no warnings
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return warnings
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||||
|
@ -6,21 +6,31 @@
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||||
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||||
extends CharacterBody3D
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||||
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||||
# TODO: Add descriptions for each value
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||||
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||||
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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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## Invert the Y input for mouse and joystick
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@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future
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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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@ -35,29 +45,40 @@ 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 changed in _process.
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@export var PAUSE : String = "ui_cancel"
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@export var CROUCH : String
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@export var SPRINT : String
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@export var CROUCH : String = "crouch"
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@export var SPRINT : String = "sprint"
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# Uncomment if you want full controller support
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#@export var LOOK_LEFT : String
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#@export var LOOK_RIGHT : String
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#@export var LOOK_UP : String
|
||||
#@export var LOOK_DOWN : String
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||||
# Uncomment if you want controller support
|
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#@export var controller_sensitivity : float = 0.035
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#@export var LOOK_LEFT : String = "look_left"
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#@export var LOOK_RIGHT : String = "look_right"
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#@export var LOOK_UP : String = "look_up"
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||||
#@export var LOOK_DOWN : String = "look_down"
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||||
|
||||
@export_group("Feature Settings")
|
||||
## Enable or disable jumping. Useful for restrictive storytelling environments.
|
||||
@export var jumping_enabled : bool = true
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||||
## Wether the player can move in the air or not.
|
||||
@export var in_air_momentum : bool = true
|
||||
## 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
|
||||
@export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0
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||||
## Wether sprinting should effect FOV.
|
||||
@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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||||
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||||
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||||
@ -75,6 +96,8 @@ var RETICLE : Control
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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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||||
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||||
# Stores mouse input for rotating the camera in the phyhsics process
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var mouseInput : Vector2 = Vector2(0,0)
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||||
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||||
func _ready():
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#It is safe to comment this line if your game doesn't start with the mouse captured
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||||
@ -96,6 +119,7 @@ func _ready():
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||||
check_controls()
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||||
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||||
func check_controls(): # If you add a control, you might want to add a check for it here.
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||||
# The actions are being disabled so the engine doesn't halt the entire project in debug mode
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if !InputMap.has_action(JUMP):
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push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
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||||
jumping_enabled = false
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||||
@ -112,7 +136,7 @@ func check_controls(): # If you add a control, you might want to add a check for
|
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push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
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immobile = true
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||||
if !InputMap.has_action(PAUSE):
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push_error("No control mapped for move pause. Please add an input map control. Disabling pausing.")
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push_error("No control mapped for pause. Please add an input map control. Disabling pausing.")
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pausing_enabled = false
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||||
if !InputMap.has_action(CROUCH):
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push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
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||||
@ -156,6 +180,8 @@ func _physics_process(delta):
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if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
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||||
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
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||||
handle_movement(delta, input_dir)
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||||
|
||||
handle_head_rotation()
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||||
|
||||
# The player is not able to stand up if the ceiling is too low
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||||
low_ceiling = $CrouchCeilingDetection.is_colliding()
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||||
@ -213,6 +239,25 @@ func handle_movement(delta, input_dir):
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||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
|
||||
func handle_head_rotation():
|
||||
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
|
||||
if invert_mouse_y:
|
||||
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
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||||
else:
|
||||
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) * controller_sensitivity # These are inverted because of the nature of 3D rotation.
|
||||
#HEAD.rotation.x += controller_view_rotation.x
|
||||
#if invert_mouse_y:
|
||||
#HEAD.rotation.y += controller_view_rotation.y * -1.0
|
||||
#else:
|
||||
#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):
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if sprint_enabled:
|
||||
@ -313,9 +358,9 @@ func headbob_animation(moving):
|
||||
# This code is extremely performant but it makes no sense.
|
||||
|
||||
else:
|
||||
if HEADBOB_ANIMATION.is_playing():
|
||||
HEADBOB_ANIMATION.play("RESET", 0.25)
|
||||
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):
|
||||
@ -327,22 +372,23 @@ func _process(delta):
|
||||
|
||||
if pausing_enabled:
|
||||
if Input.is_action_just_pressed(PAUSE):
|
||||
# You may want another node to handle pausing, because this player may get paused too.
|
||||
match Input.mouse_mode:
|
||||
Input.MOUSE_MODE_CAPTURED:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
#get_tree().paused = false
|
||||
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
|
||||
#get_tree().paused = false
|
||||
|
||||
|
||||
func _unhandled_input(event):
|
||||
func _unhandled_input(event : InputEvent):
|
||||
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
|
||||
# Toggle debug menu
|
||||
elif event is InputEventKey:
|
||||
if event.is_released():
|
||||
# Where we're going, we don't need InputMap
|
||||
if event.keycode == 4194338: # F7
|
||||
$UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
|
||||
|
@ -174,17 +174,6 @@ 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"
|
||||
@ -212,17 +201,6 @@ tracks/1/keys = {
|
||||
"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"
|
||||
@ -250,17 +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="AnimationLibrary" id="AnimationLibrary_o0unb"]
|
||||
_data = {
|
||||
@ -281,7 +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
|
||||
@ -393,8 +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)
|
||||
@ -413,7 +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 = {
|
||||
|
@ -65,9 +65,6 @@ uv1_triplanar_sharpness = 0.000850145
|
||||
[node name="Character" parent="." instance=ExtResource("1_e18vq")]
|
||||
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="."]
|
||||
environment = SubResource("Environment_20rw3")
|
||||
|
||||
@ -107,5 +104,3 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 3, -15.5)
|
||||
use_collision = true
|
||||
size = Vector3(19, 8, 1)
|
||||
material = SubResource("StandardMaterial3D_7j4uu")
|
||||
|
||||
[editable path="Character"]
|
||||
|
Reference in New Issue
Block a user