TinyAdventure/objects/player.gd

168 lines
5.5 KiB
GDScript

class_name Player
extends CharacterBody3D
const SPEED = 3.0
const JUMP_VELOCITY = 3.5
@onready var geometry:Node3D = %Geometry
@onready var actionable_detector = %ActionableDetector
@onready var animation_tree:AnimationTree = $Geometry/AnimationTree
@onready var build_location:Node3D = %BuildLocation
@onready var right_hand_attachement:HandTool = %RightHandAttachement
var tool_damage:bool = false :
get:
return tool_damage
set(value):
tool_damage = value
if right_hand_attachement != null and right_hand_attachement.tool_hitbox:
right_hand_attachement.tool_hitbox.monitorable = bool(tool_damage)
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var inventory:Inventory = Inventory.new()
var selected_tool_slot_index:int = 0
var current_tool:ItemResource = null
var _current_look_direction:Vector3 = Vector3.BACK
var _target_look_direction:Vector3 = Vector3.BACK
var _look_angle_damper:SpringDamper = SpringDamper.new(0, 4, 0.06, 0.003)
var is_input_blocked:bool = false
signal trigger_message(message:String)
func _process(_delta):
if animation_tree.get("parameters/playback").get_current_node() == "Interact":
animation_tree.set("parameters/conditions/interact", false)
func _handle_input() -> void:
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("walk_left", "walk_right", "walk_forward", "walk_back")
var direction = Vector3(input_dir.x, 0, input_dir.y).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = JUMP_VELOCITY
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
if not is_input_blocked:
_handle_input()
move_and_slide()
var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1
if is_moving:
_target_look_direction = Vector3(velocity.x, 0, velocity.z).normalized()
_current_look_direction = basis.z
#_target_look_direction = _current_look_direction
update_look_direction(delta)
animation_tree.set("parameters/conditions/running", is_moving)
animation_tree.set("parameters/conditions/idle", not is_moving)
func init_look_target_direction() -> void:
_target_look_direction = basis.z
func update_look_direction(delta:float) -> void:
var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
var target_look_angle:float = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
if target_look_angle - current_look_angle > PI:
current_look_angle = current_look_angle + PI * 2
elif current_look_angle - target_look_angle > PI:
current_look_angle = current_look_angle - PI * 2
var damped_look_angle:float = _look_angle_damper.calc(current_look_angle, target_look_angle, delta)
_current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle))
self.basis = Basis.looking_at(-_current_look_direction)
func set_tool_slot_index(value:int) -> void:
if inventory == null:
return
selected_tool_slot_index = value
set_right_hand_item(inventory.get_tool_item_stacks()[selected_tool_slot_index].item)
func on_item_picked_up(item:ItemResource):
trigger_message.emit("Picked up a " + item.name)
inventory.add_item(item)
func get_actionable_global_transform() -> Vector3:
return build_location.global_position
func set_right_hand_item(item:ItemResource) -> void:
current_tool = null
right_hand_attachement.set_tool(item.scene.instantiate())
if item != null and item.is_tool:
current_tool = item
animation_tree.set("parameters/Interact/conditions/tool_action_slice", false)
animation_tree.set("parameters/Interact/conditions/tool_action_chop", false)
match item.tool_action:
1:
animation_tree.set("parameters/Interact/conditions/tool_action_chop", true)
2:
animation_tree.set("parameters/Interact/conditions/tool_action_slice", true)
func has_build_tool_active() -> bool:
if current_tool and current_tool.resource_path == "res://data/items/hammer.tres":
return true
return false
func handle_tool_slot_input_events(_event:InputEvent) -> bool:
var key_event:InputEventKey = _event as InputEventKey
if key_event and key_event.is_released():
if key_event.keycode >= KEY_1 and key_event.keycode <= KEY_9:
set_tool_slot_index(key_event.keycode - KEY_1)
return true
if _event.is_action_released("item_next"):
set_tool_slot_index((selected_tool_slot_index + 1) % (inventory.get_tool_item_stacks().size()))
return true
if _event.is_action_released("item_prev"):
var tool_slot_size = inventory.get_tool_item_stacks().size()
set_tool_slot_index((selected_tool_slot_index + tool_slot_size - 1) % (tool_slot_size))
return true
return false
func _unhandled_input(_event: InputEvent) -> void:
if Input.is_action_just_pressed("ui_accept"):
var actionables = actionable_detector.get_overlapping_areas()
if actionables.size() > 0:
_target_look_direction = (actionables[0].global_position - position).normalized()
actionables[0].action()
get_viewport().set_input_as_handled()
return
if Input.is_action_just_pressed("interaction"):
animation_tree.set("parameters/conditions/interact", true)
get_viewport().set_input_as_handled()
return