Refine player movement and world atmosphere
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8f5f6c2603
commit
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3 changed files with 45 additions and 31 deletions
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@ -45,13 +45,13 @@ class ShowcaseCameraSnapshot:
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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 walk_speed: float = 4.5
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@export var sprint_speed: float = 7.2
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@export var sneak_speed: float = 1.8
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@export var slow_walk_speed: float = 2.9
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@export_range(0.1, 20.0, 0.1) var jump_velocity: float = 4.6
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@export_range(0.1, 5.0, 0.05) var upward_gravity_multiplier: float = 1.35
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@export_range(0.1, 5.0, 0.05) var fall_gravity_multiplier: float = 2.1
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@export_range(0.1, 5.0, 0.05) var fall_gravity_multiplier: float = 2.35
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@export_range(0.1, 3.0, 0.05) var body_center_height: float = 0.9
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@export var body_rotation_speed: float = 12.0
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@ -154,11 +154,23 @@ func _physics_process(delta: float) -> void:
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if _network_interpolation_enabled:
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_update_network_interpolation(delta)
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return
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var jump_requested: bool = (
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_movement_enabled
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and (
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(local_control_enabled and Input.is_action_just_pressed("jump"))
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or (_network_authoritative_simulation and _network_jump_pending)
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)
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)
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if _sitting:
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velocity = Vector3.ZERO
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return
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if jump_requested:
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_set_sitting(false)
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else:
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velocity = Vector3.ZERO
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_network_jump_pending = false
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return
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if _water_recovery_active:
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velocity = Vector3.ZERO
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_network_jump_pending = false
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return
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if not is_on_floor():
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@ -168,16 +180,7 @@ func _physics_process(delta: float) -> void:
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else fall_gravity_multiplier
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)
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velocity.y -= _gravity * gravity_multiplier * delta
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elif _movement_enabled and (
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(
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local_control_enabled
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and Input.is_action_just_pressed("jump")
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)
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or (
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_network_authoritative_simulation
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and _network_jump_pending
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)
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):
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elif jump_requested:
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velocity.y = jump_velocity
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_network_jump_pending = false
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@ -295,14 +298,22 @@ func _update_character_animation() -> void:
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func toggle_sitting() -> void:
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if (
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_character_animation_player == null
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or not _character_animation_player.has_animation(
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CHARACTER_SITTING_ANIMATION
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)
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):
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var should_sit: bool = not _sitting
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if should_sit:
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if (
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_character_animation_player == null
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or not _character_animation_player.has_animation(
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CHARACTER_SITTING_ANIMATION
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)
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):
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return
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_set_sitting(should_sit)
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func _set_sitting(should_sit: bool) -> void:
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if _sitting == should_sit:
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return
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_sitting = not _sitting
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_sitting = should_sit
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if _sitting:
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velocity = Vector3.ZERO
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_character_animation_name = &""
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@ -8,15 +8,18 @@ sky = ExtResource("1_sky")
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background_energy_multiplier = 0.85
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ambient_light_source = 3
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ambient_light_sky_contribution = 1.0
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ambient_light_energy = 0.9
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ambient_light_energy = 0.96
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reflected_light_source = 2
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fog_enabled = true
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fog_mode = 1
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fog_light_color = Color(0.54902, 0.74902, 0.764706, 1)
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fog_light_energy = 0.75
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fog_density = 0.0025
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fog_aerial_perspective = 0.2
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fog_sky_affect = 0.15
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fog_light_energy = 0.82
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fog_aerial_perspective = 0.35
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fog_sky_affect = 0.35
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fog_depth_curve = 1.6
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fog_depth_begin = 42.0
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fog_depth_end = 170.0
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adjustment_enabled = true
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adjustment_brightness = 0.9
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adjustment_brightness = 0.95
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adjustment_contrast = 0.89
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adjustment_saturation = 0.91
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@ -25,7 +25,7 @@ environment = ExtResource("4_environment")
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[node name="Sun" type="DirectionalLight3D" parent="Environment"]
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rotation_degrees = Vector3(-54, -32, 0)
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light_color = Color(1, 0.945098, 0.721569, 1)
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light_energy = 0.58
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light_energy = 0.62
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shadow_enabled = false
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shadow_opacity = 0.58
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shadow_blur = 2.0
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