walker.gd 5.5 KB

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  1. class_name Walker
  2. extends CharacterBody3D
  3. signal focus_required(me: Node3D)
  4. signal got_in(vehicle: SeatedVehicle)
  5. signal got_out
  6. signal can_get_in(possible: bool)
  7. signal chocolate_collected
  8. ## How fast the player moves in meters per second.
  9. @export var speed = 14
  10. ## Convert an axis from [-1, -1] to rad
  11. @export var turn_to_rad: float = 0.020
  12. ## The downward acceleration when in the air, in meters per second squared.
  13. @export var fall_acceleration = 75
  14. ## Vertical impulse applied to the character upon jumping in meters per second.
  15. @export var jump_impulse = 20
  16. @export_group("Boarding", "board_")
  17. @export var board_door_access_duration: float = 1.0
  18. @export var board_seat_access_duration: float = 0.5
  19. var target_velocity := Vector3.ZERO
  20. var target_character_direction := Vector3.ZERO # From command
  21. var _vehicle: SeatedVehicle = null
  22. var _can_get_in: bool = false
  23. var _in_transition: bool = false
  24. @onready var _vehicle_range: RayCast3D = $VehicleRange
  25. func _ready() -> void:
  26. focus_required.emit(self)
  27. func trigger_jump() -> void:
  28. if is_on_floor():
  29. target_velocity.y = jump_impulse
  30. func trigger_direction(dir: Vector2) -> void:
  31. target_character_direction = Vector3(dir.x, 0.0, -dir.y)
  32. ## Return true if inside a vehicle
  33. func is_onboard() -> bool:
  34. return _vehicle != null
  35. ## Return true if the player can get in a vehicle
  36. func can_get_in_vehicle() -> bool:
  37. return !is_onboard() and _get_closest_vehicle() != null
  38. ## Give this walker a chocolate bar
  39. func give_chocolate():
  40. chocolate_collected.emit()
  41. ## Return local pocket position where the chocolate is collected
  42. func get_pocket_position() -> Vector3:
  43. return $ChocolatePocket.get_position()
  44. func _physics_process(delta: float) -> void:
  45. if is_onboard():
  46. pass # Nothing
  47. else:
  48. _move_with_feet(delta)
  49. _signal_when_can_get_in()
  50. func _move_with_feet(delta: float):
  51. # Walk according to the camera angle
  52. var camera_basis: Basis = get_viewport().get_camera_3d().get_camera_transform().basis
  53. var target_world_direction: Vector3 = camera_basis * target_character_direction
  54. target_world_direction.y = 0.0
  55. var target_walk_velocity = target_world_direction.normalized() * speed * target_character_direction.length()
  56. target_velocity.x = target_walk_velocity.x
  57. target_velocity.z = target_walk_velocity.z
  58. # Face forward
  59. _look_forward(target_velocity)
  60. # Gravity
  61. if not is_on_floor():
  62. target_velocity.y = target_velocity.y - (fall_acceleration * delta)
  63. # Moving the Character
  64. velocity = target_velocity
  65. move_and_slide()
  66. ## Trigger only signal when ability is changed
  67. func _signal_when_can_get_in() -> void:
  68. var can_get_in_now : bool = can_get_in_vehicle()
  69. if _can_get_in != can_get_in_now:
  70. can_get_in.emit(can_get_in_now)
  71. _can_get_in = can_get_in_now
  72. func _on_dir_changed(dir: Vector2) -> void:
  73. if is_onboard():
  74. return
  75. trigger_direction(dir)
  76. func _on_main_action(pressed: bool) -> void:
  77. if is_onboard():
  78. return
  79. if pressed:
  80. trigger_jump()
  81. func _on_get_in_action(commander: LocalInput) -> void:
  82. if is_onboard():
  83. _get_out_vehicle()
  84. else:
  85. _get_in_vehicle(commander)
  86. ## Seek the first vehicle in front of the player
  87. ## and get in to it
  88. ## and take the wheel !
  89. func _get_in_vehicle(commander: LocalInput) -> void:
  90. if _in_transition:
  91. return
  92. var closest_vehicle: SeatedVehicle = _get_closest_vehicle()
  93. if closest_vehicle == null:
  94. return # No vehicle to get inside
  95. _vehicle = closest_vehicle
  96. reparent(_vehicle)
  97. add_collision_exception_with(_vehicle)
  98. _vehicle.become_driven_by(self)
  99. _vehicle.drive_with(commander)
  100. _move_to_seat(_vehicle)
  101. got_in.emit(_vehicle)
  102. ## Get out of the current vehicle
  103. func _get_out_vehicle() -> void:
  104. if _in_transition:
  105. return
  106. _init_transition()
  107. var tween = create_tween()
  108. tween.tween_property(self, "transform", _vehicle.get_door().get_transform(), board_seat_access_duration)
  109. tween.tween_callback(_finish_getting_out)
  110. func _finish_getting_out() -> void:
  111. _end_transition()
  112. _vehicle.get_out()
  113. remove_collision_exception_with(_vehicle)
  114. reparent(_vehicle.get_parent())
  115. _vehicle = null
  116. _get_head_up()
  117. got_out.emit()
  118. ## Make the player stand up
  119. func _get_head_up():
  120. set_rotation(Vector3(0.0, rotation.y, 0.0))
  121. ## Make the player look forward
  122. func _look_forward(forward: Vector3) -> void:
  123. var horizontal_forward: Vector3 = forward.slide(Vector3.UP)
  124. if horizontal_forward.is_zero_approx():
  125. return
  126. else:
  127. look_at(position + horizontal_forward)
  128. ## Return closest vehicle within reach
  129. ## or null if there are none
  130. func _get_closest_vehicle() -> SeatedVehicle:
  131. _vehicle_range.force_raycast_update()
  132. var object_within_range: Object = _vehicle_range.get_collider()
  133. if object_within_range is SeatedVehicle:
  134. return object_within_range as SeatedVehicle
  135. return null
  136. ## Move gently to a free seat from the nearest door
  137. func _move_to_seat(vehicule: SeatedVehicle) -> void:
  138. _init_transition()
  139. var tween: Tween = create_tween()
  140. var door: Node3D = vehicule.get_closest_door(get_position())
  141. tween.tween_property(self, "position", door.get_position(), board_door_access_duration)
  142. tween.parallel().tween_property(self, "quaternion", door.get_quaternion(), board_door_access_duration)
  143. var seat: Node3D = vehicule.get_free_seat()
  144. tween.tween_property(self, "position", seat.get_position(), board_seat_access_duration)
  145. tween.parallel().tween_property(self, "quaternion", seat.get_quaternion(), board_seat_access_duration)
  146. tween.tween_callback(_end_transition)
  147. ## Lock getting in / out while still doing it
  148. func _init_transition() -> void:
  149. _in_transition = true
  150. ## Allow walker to get in / out again
  151. func _end_transition() -> void:
  152. _in_transition = false