92 lines
No EOL
2.5 KiB
C#
92 lines
No EOL
2.5 KiB
C#
using System.Collections.Generic;
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using Carotrauma.scripts.libs.input;
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using Godot;
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namespace Carotrauma.scenes.sandbox.player;
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public partial class SandboxPlayer : CharacterBody3D, IInputProvider
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{
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[Export]
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public float Speed = 5.0f;
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[Export]
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public float JumpVelocity = 4.5f;
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[Export] public float MouseSensitivity = 0.05f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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private float camera_anglev = 0;
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private Node3D pivot;
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private Camera3D cam;
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private KeyInputAction GrabCursor;
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private KeyInputAction Jump;
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private VectorInputAction Movement;
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public void CreateInputs() {
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GrabCursor = this.KeyInput(Key.Escape);
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Jump = this.KeyInput(Key.Space);
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Movement = this.VectorKeyInput(Key.D, Key.A, Key.S, Key.W);
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}
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public override void _EnterTree() {
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CreateInputs();
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}
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public override void _Ready() {
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pivot = GetChild<Node3D>(2, true);
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cam = pivot.GetChild<Camera3D>(0, true);
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}
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public override void _Input(InputEvent @event) {
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if (@event is InputEventMouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured) {
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var M = (InputEventMouseMotion)@event;
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pivot.RotateX(Mathf.DegToRad(-M.Relative.Y * MouseSensitivity));
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RotateY(Mathf.DegToRad(-M.Relative.X * MouseSensitivity));
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Vector3 cameraRot = pivot.RotationDegrees;
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cameraRot.X = Mathf.Clamp(cameraRot.X, -70, 70);
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pivot.RotationDegrees = cameraRot;
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}
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}
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public override void _PhysicsProcess(double delta) {
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if (GrabCursor.IsJustPressed())
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Input.MouseMode = Input.MouseMode == Input.MouseModeEnum.Visible ? Input.MouseModeEnum.Captured : Input.MouseModeEnum.Visible;
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Vector3 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.Y -= gravity * (float)delta;
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// Handle Jump.
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if (Jump.IsJustPressed() && IsOnFloor())
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velocity.Y = JumpVelocity;
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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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Vector2 inputDir = Movement.GetStrength();
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Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * Speed;
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velocity.Z = direction.Z * Speed;
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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public List<InputAction> Actions => _actions;
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private List<InputAction> _actions = new();
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} |