62 lines
1.9 KiB
GDScript
62 lines
1.9 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 2.5
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@onready var geometry = %Geometry
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@onready var actionable_detector = %ActionableDetector
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@onready var quest_state = %QuestState
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var inventory:Inventory = Inventory.new()
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var last_nonzero_velocity:Vector3 = Vector3.BACK
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signal trigger_message(message:String)
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("walk_left", "walk_right", "walk_forward", "walk_back")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
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if ground_velocity.length_squared() > 0.1 * 0.1:
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last_nonzero_velocity = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized()
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geometry.look_at(position - last_nonzero_velocity, Vector3.UP)
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func update_quest_state() -> void:
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for item:Item in inventory.get_items():
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if item.name == "Wrench":
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quest_state.has_wrench = true
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func on_item_picked_up(item:Item):
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emit_signal("trigger_message", "Picked up a " + item.name)
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inventory.add_item(item)
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update_quest_state()
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func _unhandled_input(_event: InputEvent) -> void:
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if Input.is_action_just_pressed("ui_accept"):
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var actionables = actionable_detector.get_overlapping_areas()
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if actionables.size() > 0:
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actionables[0].action(quest_state)
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