third persson prototype

This commit is contained in:
2024-08-12 11:45:42 +02:00
parent ba66b7b3b4
commit d9aba1924f
25 changed files with 24091 additions and 39 deletions

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extends CharacterBody3D
const LERP_VALUE : float = 0.15
var snap_vector : Vector3 = Vector3.DOWN
var speed : float
@export_group("Movement variables")
@export var walk_speed : float = 2.0
@export var run_speed : float = 5.0
@export var jump_strength : float = 15.0
@export var gravity : float = 50.0
const ANIMATION_BLEND : float = 7.0
@onready var player_mesh : Node3D = $Mesh
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
@onready var animator : AnimationTree = $AnimationTree
func _physics_process(delta):
var move_direction : Vector3 = Vector3.ZERO
move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
velocity.y -= gravity * delta
if Input.is_action_pressed("run"):
speed = run_speed
else:
speed = walk_speed
velocity.x = move_direction.x * speed
velocity.z = move_direction.z * speed
if move_direction:
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
var just_landed := is_on_floor() and snap_vector == Vector3.ZERO
var is_jumping := is_on_floor() and Input.is_action_just_pressed("jump")
if is_jumping:
velocity.y = jump_strength
snap_vector = Vector3.ZERO
elif just_landed:
snap_vector = Vector3.DOWN
apply_floor_snap()
move_and_slide()
animate(delta)
func animate(delta):
if is_on_floor():
animator.set("parameters/ground_air_transition/transition_request", "grounded")
if velocity.length() > 0:
if speed == run_speed:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 1.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), 0.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/iwr_blend/blend_amount", lerp(animator.get("parameters/iwr_blend/blend_amount"), -1.0, delta * ANIMATION_BLEND))
else:
animator.set("parameters/ground_air_transition/transition_request", "air")

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extends Node3D
@export_group("FOV")
@export var change_fov_on_run : bool
@export var normal_fov : float = 75.0
@export var run_fov : float = 90.0
const CAMERA_BLEND : float = 0.05
@onready var spring_arm : SpringArm3D = $SpringArm3D
@onready var camera : Camera3D = $SpringArm3D/Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * 0.005)
spring_arm.rotate_x(-event.relative.y * 0.005)
spring_arm.rotation.x = clamp(spring_arm.rotation.x, -PI/4, PI/4)
func _physics_process(_delta):
if change_fov_on_run:
if owner.is_on_floor():
if Input.is_action_pressed("run"):
camera.fov = lerp(camera.fov, run_fov, CAMERA_BLEND)
else:
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)
else:
camera.fov = lerp(camera.fov, normal_fov, CAMERA_BLEND)