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@ -40,10 +40,10 @@ extends CharacterBody3D
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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
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#@export var LOOK_DOWN : String
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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")
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@export var jumping_enabled : bool = true
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@ -75,6 +75,8 @@ 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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# 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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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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@ -157,6 +159,8 @@ 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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@ -214,6 +218,18 @@ func handle_movement(delta, input_dir):
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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func handle_head_rotation():
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HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
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HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
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# Uncomment for controller support
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#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.
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#HEAD.rotation.x += controller_view_rotation.x
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#HEAD.rotation.y += controller_view_rotation.y
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mouseInput = Vector2(0,0)
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HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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func handle_state(moving):
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if sprint_enabled:
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@ -333,17 +349,9 @@ func _process(delta):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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Input.MOUSE_MODE_VISIBLE:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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# Uncomment if you want full controller support
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#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
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#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
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#HEAD.rotation_degrees.x -= controller_view_rotation.y * 1.5
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func _unhandled_input(event):
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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HEAD.rotation_degrees.y -= event.relative.x * mouse_sensitivity
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HEAD.rotation_degrees.x -= event.relative.y * mouse_sensitivity
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mouseInput.x += event.relative.x
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mouseInput.y += event.relative.y
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