walker.gd 4.1 KB

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  1. class_name Walker
  2. extends CharacterBody3D
  3. signal focus_required(me: Node3D)
  4. signal got_in
  5. signal got_out
  6. ## How fast the player moves in meters per second.
  7. @export var speed = 14
  8. ## Convert an axis from [-1, -1] to rad
  9. @export var turn_to_rad: float = 0.020
  10. ## The downward acceleration when in the air, in meters per second squared.
  11. @export var fall_acceleration = 75
  12. ## Vertical impulse applied to the character upon jumping in meters per second.
  13. @export var jump_impulse = 20
  14. @export_group("Seat", "seat_")
  15. @export var seat_min_dist: float = 0.0005
  16. @export var seat_access_speed: float = 2.0
  17. @export var seat_rotation_duration: float = 1.0
  18. var target_velocity := Vector3.ZERO
  19. var target_rotation: float = 0.0
  20. var _vehicle: Node3D = null
  21. var _seat: Node3D = null
  22. @onready var _vehicle_range: RayCast3D = $VehicleRange
  23. func _ready() -> void:
  24. focus_required.emit(self)
  25. func trigger_jump() -> void:
  26. if is_on_floor():
  27. target_velocity.y = jump_impulse
  28. func trigger_direction(dir: Vector2) -> void:
  29. var target_character_direction = Vector3(dir.x, 0.0, -dir.y)
  30. var camera_basis: Basis = get_viewport().get_camera_3d().get_camera_transform().basis
  31. var target_world_direction: Vector3 = camera_basis * target_character_direction
  32. target_world_direction.y = 0.0
  33. _look_forward(target_world_direction)
  34. target_velocity = target_world_direction.normalized() * speed
  35. ## Return true if inside a vehicle
  36. func is_onboard() -> bool:
  37. return _vehicle != null
  38. func _physics_process(delta: float) -> void:
  39. if is_onboard():
  40. _get_on_driver_seat()
  41. else:
  42. _move_with_feet(delta)
  43. func _move_with_feet(delta: float):
  44. rotate_y(target_rotation)
  45. # Gravity
  46. if not is_on_floor():
  47. target_velocity.y = target_velocity.y - (fall_acceleration * delta)
  48. # Moving the Character
  49. velocity = target_velocity
  50. move_and_slide()
  51. func _get_on_driver_seat() -> void:
  52. if _seat == null :
  53. return
  54. if position.distance_squared_to(_seat.position) < seat_min_dist:
  55. return
  56. var rotation_tween: Tween = create_tween()
  57. rotation_tween.tween_property(self, "quaternion", _seat.quaternion, seat_rotation_duration)
  58. var local_velocity = (_seat.position - position).normalized() * seat_access_speed
  59. velocity = get_parent().get_transform().basis * local_velocity
  60. move_and_slide()
  61. func _on_dir_changed(dir: Vector2) -> void:
  62. if is_onboard():
  63. return
  64. trigger_direction(dir)
  65. func _on_main_action(pressed: bool) -> void:
  66. if is_onboard():
  67. return
  68. if pressed:
  69. trigger_jump()
  70. func _on_get_in_action(commander: LocalInput) -> void:
  71. if is_onboard():
  72. _get_out_vehicle()
  73. else:
  74. _get_in_vehicle(commander)
  75. ## Seek the first vehicle in front of the player
  76. ## and get in to it
  77. ## and take the wheel !
  78. func _get_in_vehicle(commander: LocalInput) -> void:
  79. var closest_vehicle: Node3D = _get_closest_vehicle()
  80. if closest_vehicle == null:
  81. return # No vehicle to get inside
  82. _vehicle = closest_vehicle
  83. reparent(_vehicle)
  84. add_collision_exception_with(_vehicle)
  85. _vehicle.drive_with(commander)
  86. _seat = _find_seat_on(_vehicle)
  87. got_in.emit()
  88. ## Get out of the current vehicle
  89. func _get_out_vehicle() -> void:
  90. _vehicle.get_out()
  91. remove_collision_exception_with(_vehicle)
  92. reparent(_vehicle.get_parent())
  93. _vehicle = null
  94. _seat = null
  95. _get_head_up()
  96. got_out.emit()
  97. ## Make the player stand up
  98. func _get_head_up():
  99. set_rotation(Vector3(0.0, rotation.y, 0.0))
  100. ## Make the player look forward
  101. func _look_forward(forward: Vector3) -> void:
  102. look_at(position + forward)
  103. ## Return closest vehicle within reach
  104. ## or null if there are none
  105. func _get_closest_vehicle() -> Node3D:
  106. _vehicle_range.force_raycast_update()
  107. var object_within_range: Object = _vehicle_range.get_collider()
  108. if object_within_range is Node3D:
  109. var node_within_range: Node3D = object_within_range as Node3D
  110. if node_within_range.is_in_group("vehicle"):
  111. print("Get in ", node_within_range)
  112. return node_within_range
  113. print("No vehicle found")
  114. return null
  115. ## Have a seat on the driven vehicle if a seat
  116. ## is available
  117. func _find_seat_on(vehicule: Node3D) -> Node3D:
  118. if vehicule.has_method("get_free_seat") :
  119. return vehicule.get_free_seat()
  120. return null