143 lines
4.6 KiB
GDScript
143 lines
4.6 KiB
GDScript
class_name Player
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extends CharacterBody3D
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const SPEED = 3.0
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const JUMP_VELOCITY = 3.5
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@onready var geometry:Node3D = %Geometry
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@onready var actionable_detector = %ActionableDetector
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@onready var animation_tree:AnimationTree = $Geometry/Rogue/AnimationTree
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@onready var build_location:Node3D = %BuildLocation
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@onready var right_hand_attachement:Node3D = %RightHandAttachement
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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 selected_tool_slot_index:int = 0
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var current_tool:ItemResource = null
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var look_direction:Vector3 = Vector3.BACK
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var look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO)
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signal trigger_message(message:String)
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var interaction_state:bool = false
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func _process(_delta):
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animation_tree.set("parameters/conditions/interact", interaction_state)
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if interaction_state:
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interaction_state = false
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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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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y = JUMP_VELOCITY
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move_and_slide()
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var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
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var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1
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if is_moving:
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look_direction = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized()
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elif direction.length_squared() > 0.1 * 0.1:
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look_direction = direction
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var damped_look_direction = look_direction_damper.calc(global_basis.z, look_direction, delta)
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animation_tree.set("parameters/conditions/running", is_moving)
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animation_tree.set("parameters/conditions/idle", not is_moving)
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geometry.look_at(position - damped_look_direction, Vector3.UP)
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func set_tool_slot_index(value:int) -> void:
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if inventory == null:
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return
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selected_tool_slot_index = value
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set_right_hand_item(inventory.get_tool_item_stacks()[selected_tool_slot_index].item)
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func on_item_picked_up(item:ItemResource):
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trigger_message.emit("Picked up a " + item.name)
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inventory.add_item(item)
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func get_actionable_global_transform() -> Vector3:
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return build_location.global_position
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func set_right_hand_item(item:ItemResource) -> void:
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for child in right_hand_attachement.get_children():
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child.queue_free()
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current_tool = null
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if item != null and item.is_tool:
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right_hand_attachement.add_child(item.scene.instantiate())
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current_tool = item
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animation_tree.set("parameters/Interact/conditions/tool_action_slice", false)
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animation_tree.set("parameters/Interact/conditions/tool_action_chop", false)
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match item.tool_action:
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1:
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animation_tree.set("parameters/Interact/conditions/tool_action_chop", true)
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2:
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animation_tree.set("parameters/Interact/conditions/tool_action_slice", true)
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func has_build_tool_active() -> bool:
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if current_tool and current_tool.resource_path == "res://data/items/hammer.tres":
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return true
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return false
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func handle_tool_slot_input_events(_event:InputEvent) -> bool:
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var key_event:InputEventKey = _event as InputEventKey
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if key_event and key_event.is_released():
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if key_event.keycode >= KEY_1 and key_event.keycode <= KEY_9:
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set_tool_slot_index(key_event.keycode - KEY_1)
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return true
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if _event.is_action_released("item_next"):
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set_tool_slot_index((selected_tool_slot_index + 1) % (inventory.get_tool_item_stacks().size()))
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return true
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if _event.is_action_released("item_prev"):
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var tool_slot_size = inventory.get_tool_item_stacks().size()
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set_tool_slot_index((selected_tool_slot_index + tool_slot_size - 1) % (tool_slot_size))
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return true
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return false
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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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look_direction = (actionables[0].global_position - position).normalized()
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actionables[0].action()
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get_viewport().set_input_as_handled()
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return
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if Input.is_action_just_pressed("interaction"):
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interaction_state = true
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get_viewport().set_input_as_handled()
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return
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