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16 Commits
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@ -33,9 +33,13 @@ You can make this a super basic controller by just disabling everything.
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- 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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# This module affects runtime nad
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# This does not effect runtime yet but will in the future.
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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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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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## 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 = "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
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#@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")
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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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@ -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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# 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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@ -158,6 +181,8 @@ func _physics_process(delta):
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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 +239,25 @@ 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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if invert_mouse_y:
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HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0
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else:
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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) * controller_sensitivity # 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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#if invert_mouse_y:
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#HEAD.rotation.y += controller_view_rotation.y * -1.0
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#else:
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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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@ -328,22 +372,23 @@ 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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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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func _unhandled_input(event : InputEvent):
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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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# Toggle debug menu
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elif event is InputEventKey:
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if event.is_released():
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# Where we're going, we don't need InputMap
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if event.keycode == 4194338: # F7
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$UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible
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Reference in New Issue
Block a user