feat: refine character animation and gameplay UI

This commit is contained in:
Alexander Sellite 2026-08-09 22:27:33 -04:00
parent 63a5009b33
commit 54e1b8538d
14 changed files with 314 additions and 55 deletions

View file

@ -55,6 +55,14 @@ const CHARACTER_POCKET_IDLE_IDLE_ANIMATION: StringName = &"pocket_idle_idle"
const CHARACTER_POCKET_IDLE_SHOW_ANIMATION: StringName = &"pocket_idle_show"
const CHARACTER_POCKET_SHOW_SHOW_ANIMATION: StringName = &"pocket_show_show"
const CHARACTER_POCKET_SHOW_IDLE_ANIMATION: StringName = &"pocket_show_idle"
const CHARACTER_POCKET_SIT_IDLE_IDLE_ANIMATION: StringName = &"pocket_sit_idle_idle"
const CHARACTER_POCKET_SIT_IDLE_SHOW_ANIMATION: StringName = &"pocket_sit_idle_show"
const CHARACTER_POCKET_SIT_SHOW_SHOW_ANIMATION: StringName = &"pocket_sit_show_show"
const CHARACTER_POCKET_SIT_SHOW_IDLE_ANIMATION: StringName = &"pocket_sit_show_idle"
const CHARACTER_POCKET_WALKING_IDLE_IDLE_ANIMATION: StringName = &"pocket_walking_idle_idle"
const CHARACTER_POCKET_WALKING_IDLE_SHOW_ANIMATION: StringName = &"pocket_walking_idle_show"
const CHARACTER_POCKET_WALKING_SHOW_SHOW_ANIMATION: StringName = &"pocket_walking_show_show"
const CHARACTER_POCKET_WALKING_SHOW_IDLE_ANIMATION: StringName = &"pocket_walking_show_idle"
const CHARACTER_FISHING_ANIMATION: StringName = &"fishing"
const CHARACTER_FISHING_SIT_ANIMATION: StringName = &"fishing_sit"
const CHARACTER_FIGHTING_ANIMATION: StringName = &"fighting"
@ -239,8 +247,8 @@ class ShowcaseCameraSnapshot:
@export_category("Movement")
@export var walk_speed: float = 2.25
@export var sprint_speed: float = 7.2
@export var sneak_speed: float = 1.8
@export var sprint_speed: float = 4.5
@export var sneak_speed: float = 1.125
@export var slow_walk_speed: float = 2.9
@export_range(0.1, 20.0, 0.1) var jump_velocity: float = 4.6
@export_range(0.1, 5.0, 0.05) var upward_gravity_multiplier: float = 1.35
@ -324,6 +332,7 @@ var _free_camera: Camera3D
var _free_camera_yaw: float = 0.0
var _free_camera_pitch: float = 0.0
var _movement_enabled: bool = true
var _local_input_suppressors: Dictionary[StringName, bool] = {}
var _water_recovery_active: bool = false
var _remote_recovery_presentation_active: bool = false
var _remote_recovery_visual_origin: Vector3
@ -382,6 +391,8 @@ var _fishing_rod_tip: Marker3D
var _active_item_is_rod: bool = false
var _controller_mapping_manager: ControllerMappingManagerType
@onready var _sprint_dust: CPUParticles3D = %SprintDust
func _ready() -> void:
if (
@ -480,7 +491,7 @@ func _physics_process(delta: float) -> void:
_network_jump_pending = false
return
var jump_requested: bool = (
_movement_enabled
_is_movement_input_enabled()
and not _free_camera_active
and (
(local_control_enabled and Input.is_action_just_pressed("jump"))
@ -513,7 +524,7 @@ func _physics_process(delta: float) -> void:
velocity.y = jump_velocity
_network_jump_pending = false
if not _movement_enabled:
if not _is_movement_input_enabled():
velocity.x = 0.0
velocity.z = 0.0
move_and_slide()
@ -560,6 +571,7 @@ func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
_update_character_animation()
_update_sprint_dust()
# The hand bone supplies the attachment position, but its animated wrist
# rotation should not turn the flat fish/catch artwork edge-on. Keep each
# display aligned with the character's facing while it follows the hand.
@ -592,7 +604,7 @@ func _process(delta: float) -> void:
if _camera_dragging and not Input.is_action_pressed("camera_drag"):
_set_camera_dragging(false)
if _camera_input_enabled:
if _is_camera_input_enabled():
var stick: Vector2 = _get_controller_camera_stick()
if stick.length() > controller_camera_deadzone:
if (
@ -624,6 +636,26 @@ func _process(delta: float) -> void:
)
func _update_sprint_dust() -> void:
if _sprint_dust == null:
return
var horizontal_speed_squared: float = (
velocity.x * velocity.x + velocity.z * velocity.z
)
var fastest_non_sprint_speed := maxf(
walk_speed,
maxf(sneak_speed, slow_walk_speed)
)
var running_threshold := fastest_non_sprint_speed + 0.5
_sprint_dust.emitting = (
is_on_floor()
and not _sitting
and not _water_recovery_active
and horizontal_speed_squared
> running_threshold * running_threshold
)
func _get_controller_camera_stick() -> Vector2:
if _controller_mapping_manager != null:
return Vector2(
@ -819,6 +851,14 @@ func _on_character_animation_finished(animation_name: StringName) -> void:
CHARACTER_POCKET_IDLE_SHOW_ANIMATION,
CHARACTER_POCKET_SHOW_SHOW_ANIMATION,
CHARACTER_POCKET_SHOW_IDLE_ANIMATION,
CHARACTER_POCKET_SIT_IDLE_IDLE_ANIMATION,
CHARACTER_POCKET_SIT_IDLE_SHOW_ANIMATION,
CHARACTER_POCKET_SIT_SHOW_SHOW_ANIMATION,
CHARACTER_POCKET_SIT_SHOW_IDLE_ANIMATION,
CHARACTER_POCKET_WALKING_IDLE_IDLE_ANIMATION,
CHARACTER_POCKET_WALKING_IDLE_SHOW_ANIMATION,
CHARACTER_POCKET_WALKING_SHOW_SHOW_ANIMATION,
CHARACTER_POCKET_WALKING_SHOW_IDLE_ANIMATION,
]:
if _pocket_visual_active:
_complete_pocket_visual()
@ -904,7 +944,7 @@ func is_sitting() -> bool:
func _unhandled_input(event: InputEvent) -> void:
if not local_control_enabled or not _camera_input_enabled:
if not local_control_enabled or not _is_camera_input_enabled():
return
if event.is_action_pressed("toggle_free_camera"):
_set_free_camera_active(not _free_camera_active)
@ -1056,9 +1096,10 @@ func _update_free_camera_physics() -> void:
Input.get_action_strength("jump")
- Input.get_action_strength("sneak")
)
var yaw_basis := Basis(Vector3.UP, _free_camera_yaw)
var movement: Vector3 = (
_free_camera.global_basis.x * input_vector.x
+ _free_camera.global_basis.z * input_vector.y
yaw_basis.x * input_vector.x
+ yaw_basis.z * input_vector.y
+ Vector3.UP * vertical_input
)
if movement.length_squared() > 1.0:
@ -1077,8 +1118,8 @@ func _rotate_free_camera(delta_rotation: Vector2) -> void:
var vertical_direction: float = -1.0 if invert_camera_y else 1.0
_free_camera_pitch = clampf(
_free_camera_pitch - delta_rotation.y * vertical_direction,
deg_to_rad(minimum_pitch_degrees),
deg_to_rad(maximum_pitch_degrees),
deg_to_rad(-90.0),
deg_to_rad(90.0),
)
_free_camera.global_rotation = Vector3(
_free_camera_pitch,
@ -1087,6 +1128,12 @@ func _rotate_free_camera(delta_rotation: Vector2) -> void:
)
func get_active_gameplay_camera() -> Camera3D:
if _free_camera_active and _free_camera != null:
return _free_camera
return _camera
func _set_target_zoom(value: float) -> void:
_target_zoom = clampf(value, minimum_zoom, maximum_zoom)
@ -1132,7 +1179,11 @@ func configure_network_remote(authoritative_simulation: bool) -> void:
func capture_network_input(sequence: int) -> Dictionary:
if _sitting_intent_pending and _sitting_intent_sequence < 0:
_sitting_intent_sequence = sequence
if not _movement_enabled or _water_recovery_active or _free_camera_active:
if (
not _is_movement_input_enabled()
or _water_recovery_active
or _free_camera_active
):
return {
"sequence": sequence,
"axis": [0.0, 0.0],
@ -1363,6 +1414,26 @@ func is_movement_enabled() -> bool:
return _movement_enabled
func set_local_input_suppressed(owner: StringName, suppressed: bool) -> void:
if owner.is_empty():
return
if suppressed:
_local_input_suppressors[owner] = true
velocity.x = 0.0
velocity.z = 0.0
_set_camera_dragging(false)
else:
_local_input_suppressors.erase(owner)
func _is_movement_input_enabled() -> bool:
return _movement_enabled and _local_input_suppressors.is_empty()
func _is_camera_input_enabled() -> bool:
return _camera_input_enabled and _local_input_suppressors.is_empty()
func set_camera_input_enabled(enabled: bool) -> void:
_camera_input_enabled = enabled
if not enabled:
@ -1642,7 +1713,33 @@ func _begin_pocket_visual(
midpoint_callback: Callable = Callable(),
) -> void:
var animation_name: StringName
if starts_in_show_pose:
if _sitting:
if starts_in_show_pose:
animation_name = (
CHARACTER_POCKET_SIT_SHOW_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_SIT_SHOW_IDLE_ANIMATION
)
else:
animation_name = (
CHARACTER_POCKET_SIT_IDLE_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_SIT_IDLE_IDLE_ANIMATION
)
elif _is_moving_for_pocket_visual():
if starts_in_show_pose:
animation_name = (
CHARACTER_POCKET_WALKING_SHOW_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_WALKING_SHOW_IDLE_ANIMATION
)
else:
animation_name = (
CHARACTER_POCKET_WALKING_IDLE_SHOW_ANIMATION
if ends_in_show_pose
else CHARACTER_POCKET_WALKING_IDLE_IDLE_ANIMATION
)
elif starts_in_show_pose:
animation_name = (
CHARACTER_POCKET_SHOW_SHOW_ANIMATION
if ends_in_show_pose
@ -1665,8 +1762,7 @@ func _begin_pocket_visual(
else:
_cancel_pocket_visual()
if (
_sitting
or animation_name.is_empty()
animation_name.is_empty()
or _character_animation_player == null
or not _character_animation_player.has_animation(animation_name)
):
@ -1689,6 +1785,11 @@ func _begin_pocket_visual(
_schedule_pocket_visual_midpoint(midpoint_generation, animation_name)
func _is_moving_for_pocket_visual() -> bool:
var horizontal_velocity := Vector2(velocity.x, velocity.z)
return horizontal_velocity.length_squared() > 0.0025
func _schedule_pocket_visual_midpoint(
generation: int,
animation_name: StringName,
@ -1758,6 +1859,7 @@ func begin_catch_showcase(fish_catch: FishCatchType) -> void:
if _pocket_visual_target == PocketVisualTarget.CATCH_SHOWCASE:
_cancel_pocket_visual()
_showcase_animation_active = true
set_fishing_visual(false)
_kill_showcase_camera_tween()
_kill_showcase_restore_tween()
_capture_showcase_camera_snapshot()
@ -1785,6 +1887,7 @@ func begin_remote_catch_showcase(fish_catch: FishCatchType) -> void:
return
end_catch_showcase(Callable(), true)
_showcase_animation_active = true
set_fishing_visual(false)
_showcase_rod_visibility = _fishing_rod.visible
_showcase_rod_state_stored = true
_fishing_rod.visible = false

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=18 format=3]
[gd_scene load_steps=21 format=3]
[ext_resource type="Script" path="res://player/player.gd" id="1_script"]
[ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"]
@ -24,6 +24,17 @@ height = 1.8
material = ExtResource("12_blob_shadow")
size = Vector2(1.15, 0.72)
[sub_resource type="Shader" id="SprintDustShader"]
code = "shader_type spatial;\nrender_mode blend_mix, depth_draw_never, cull_disabled, unshaded, shadows_disabled;\n\nuniform vec4 dust_color : source_color = vec4(0.47, 0.39, 0.27, 0.42);\nvarying float particle_phase;\n\nvoid vertex() {\n\tparticle_phase = INSTANCE_CUSTOM.y;\n\tMODELVIEW_MATRIX = VIEW_MATRIX * mat4(\n\t\tINV_VIEW_MATRIX[0],\n\t\tINV_VIEW_MATRIX[1],\n\t\tINV_VIEW_MATRIX[2],\n\t\tMODEL_MATRIX[3]\n\t);\n}\n\nvoid fragment() {\n\tvec2 centered_uv = UV * 2.0 - 1.0;\n\tfloat angle = atan(centered_uv.y, centered_uv.x);\n\tfloat edge_wobble = sin(angle * 5.0 + particle_phase * 8.0) * 0.07;\n\tfloat radius = length(centered_uv);\n\tfloat soft_shape = 1.0 - smoothstep(0.48 + edge_wobble, 1.0 + edge_wobble, radius);\n\tfloat fade_in = smoothstep(0.0, 0.12, particle_phase);\n\tfloat fade_out = 1.0 - smoothstep(0.38, 1.0, particle_phase);\n\tALBEDO = dust_color.rgb;\n\tALPHA = soft_shape * dust_color.a * fade_in * fade_out;\n}\n"
[sub_resource type="ShaderMaterial" id="SprintDustMaterial"]
render_priority = 1
shader = SubResource("SprintDustShader")
[sub_resource type="QuadMesh" id="SprintDustMesh"]
material = SubResource("SprintDustMaterial")
size = Vector2(0.38, 0.28)
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
@ -55,6 +66,28 @@ rotation_degrees = Vector3(-90, 0, 0)
cast_shadow = 0
mesh = SubResource("GroundShadowMesh")
[node name="SprintDust" type="CPUParticles3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 0.08, 0)
emitting = false
amount = 16
lifetime = 0.65
randomness = 0.55
visibility_aabb = AABB(-4, -2, -4, 8, 5, 8)
local_coords = false
emission_shape = 3
emission_box_extents = Vector3(0.24, 0.03, 0.16)
direction = Vector3(0, 1, 0)
spread = 65.0
gravity = Vector3(0, -0.8, 0)
initial_velocity_min = 0.35
initial_velocity_max = 0.8
angular_velocity_min = -90.0
angular_velocity_max = 90.0
scale_amount_min = 0.35
scale_amount_max = 0.72
mesh = SubResource("SprintDustMesh")
[node name="CharacterRig" parent="Visuals" instance=ExtResource("13_character")]
rotation_degrees = Vector3(0, 180, 0)