129 lines
4.1 KiB
GDScript
129 lines
4.1 KiB
GDScript
class_name Player
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extends CharacterBody3D
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@export_category("Movement")
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@export var walk_speed: float = 5.0
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@export var sprint_speed: float = 8.0
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@export var sneak_speed: float = 2.0
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@export var slow_walk_speed: float = 3.25
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@export var jump_velocity: float = 6.0
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@export var body_rotation_speed: float = 12.0
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@export_category("Camera")
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@export var mouse_sensitivity: float = 0.005
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@export var controller_camera_speed: float = 2.5
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@export_range(0.0, 1.0, 0.01) var controller_camera_deadzone: float = 0.2
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@export_range(-89.0, 0.0, 0.5) var minimum_pitch_degrees: float = -65.0
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@export_range(0.0, 89.0, 0.5) var maximum_pitch_degrees: float = 45.0
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@export var minimum_zoom: float = 2.0
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@export var maximum_zoom: float = 8.0
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@export var zoom_step: float = 0.75
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@export var zoom_smoothing: float = 12.0
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@onready var _visuals: Node3D = %Visuals
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@onready var _camera_yaw: Node3D = %CameraYaw
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@onready var _camera_pitch: Node3D = %CameraPitch
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@onready var _spring_arm: SpringArm3D = %SpringArm3D
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var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
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var _camera_dragging: bool = false
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var _target_zoom: float = 5.0
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func _ready() -> void:
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_target_zoom = clampf(_spring_arm.spring_length, minimum_zoom, maximum_zoom)
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_spring_arm.spring_length = _target_zoom
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity.y -= _gravity * delta
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elif Input.is_action_just_pressed("jump"):
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velocity.y = jump_velocity
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var input_vector: Vector2 = Input.get_vector(
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"move_left",
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"move_right",
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"move_forward",
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"move_backward"
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)
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var camera_basis: Basis = _camera_yaw.global_basis
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var move_direction: Vector3 = camera_basis.x * input_vector.x + camera_basis.z * input_vector.y
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move_direction.y = 0.0
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var input_strength: float = minf(input_vector.length(), 1.0)
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move_direction = move_direction.normalized()
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var speed: float = _get_current_speed()
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velocity.x = move_direction.x * speed * input_strength
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velocity.z = move_direction.z * speed * input_strength
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if not move_direction.is_zero_approx():
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var target_rotation: float = atan2(-move_direction.x, -move_direction.z)
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_visuals.rotation.y = lerp_angle(
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_visuals.rotation.y,
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target_rotation,
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1.0 - exp(-body_rotation_speed * delta)
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)
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move_and_slide()
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func _process(delta: float) -> void:
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if _camera_dragging and not Input.is_action_pressed("camera_drag"):
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_camera_dragging = false
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var stick: Vector2 = Vector2(
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Input.get_joy_axis(0, JOY_AXIS_RIGHT_X),
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Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y)
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)
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if stick.length() > controller_camera_deadzone:
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var adjusted_strength: float = (
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(stick.length() - controller_camera_deadzone)
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/ (1.0 - controller_camera_deadzone)
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)
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_rotate_camera(stick.normalized() * adjusted_strength * controller_camera_speed * delta)
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var zoom_weight: float = 1.0 - exp(-zoom_smoothing * delta)
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_spring_arm.spring_length = lerpf(_spring_arm.spring_length, _target_zoom, zoom_weight)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action("camera_drag"):
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_camera_dragging = event.is_pressed()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseMotion and _camera_dragging:
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_rotate_camera(event.relative * mouse_sensitivity)
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get_viewport().set_input_as_handled()
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return
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if event.is_action_pressed("camera_zoom_in"):
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_set_target_zoom(_target_zoom - zoom_step)
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("camera_zoom_out"):
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_set_target_zoom(_target_zoom + zoom_step)
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get_viewport().set_input_as_handled()
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func _get_current_speed() -> float:
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if Input.is_action_pressed("sneak"):
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return sneak_speed
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if Input.is_action_pressed("slow_walk"):
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return slow_walk_speed
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if Input.is_action_pressed("sprint"):
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return sprint_speed
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return walk_speed
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func _rotate_camera(delta_rotation: Vector2) -> void:
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_camera_yaw.rotation.y -= delta_rotation.x
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_camera_pitch.rotation.x = clampf(
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_camera_pitch.rotation.x - delta_rotation.y,
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deg_to_rad(minimum_pitch_degrees),
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deg_to_rad(maximum_pitch_degrees)
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)
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func _set_target_zoom(value: float) -> void:
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_target_zoom = clampf(value, minimum_zoom, maximum_zoom)
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