walker.gd 4.9 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. 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("Seat", "seat_")
  17. @export var seat_min_dist: float = 0.0005
  18. @export var seat_access_speed: float = 2.0
  19. @export var seat_rotation_duration: float = 1.0
  20. var target_velocity := Vector3.ZERO
  21. var target_character_direction := Vector3.ZERO # From command
  22. var _vehicle: Node3D = null
  23. var _seat: Node3D = null
  24. var _can_get_in: bool = false
  25. @onready var _vehicle_range: RayCast3D = $VehicleRange
  26. func _ready() -> void:
  27. focus_required.emit(self)
  28. func trigger_jump() -> void:
  29. if is_on_floor():
  30. target_velocity.y = jump_impulse
  31. func trigger_direction(dir: Vector2) -> void:
  32. target_character_direction = Vector3(dir.x, 0.0, -dir.y)
  33. ## Return true if inside a vehicle
  34. func is_onboard() -> bool:
  35. return _vehicle != null
  36. ## Return true if the player can get in a vehicle
  37. func can_get_in_vehicle() -> bool:
  38. return !is_onboard() and _get_closest_vehicle() != null
  39. ## Give this walker a chocolate bar
  40. func give_chocolate():
  41. chocolate_collected.emit()
  42. func _physics_process(delta: float) -> void:
  43. if is_onboard():
  44. _get_on_driver_seat()
  45. else:
  46. _move_with_feet(delta)
  47. _signal_when_can_get_in()
  48. func _move_with_feet(delta: float):
  49. # Walk according to the camera angle
  50. var camera_basis: Basis = get_viewport().get_camera_3d().get_camera_transform().basis
  51. var target_world_direction: Vector3 = camera_basis * target_character_direction
  52. target_world_direction.y = 0.0
  53. var target_walk_velocity = target_world_direction.normalized() * speed * target_character_direction.length()
  54. target_velocity.x = target_walk_velocity.x
  55. target_velocity.z = target_walk_velocity.z
  56. # Face forward
  57. _look_forward(target_velocity)
  58. # Gravity
  59. if not is_on_floor():
  60. target_velocity.y = target_velocity.y - (fall_acceleration * delta)
  61. # Moving the Character
  62. velocity = target_velocity
  63. move_and_slide()
  64. ## Trigger only signal when ability is changed
  65. func _signal_when_can_get_in() -> void:
  66. var can_get_in_now : bool = can_get_in_vehicle()
  67. if _can_get_in != can_get_in_now:
  68. can_get_in.emit(can_get_in_now)
  69. _can_get_in = can_get_in_now
  70. func _get_on_driver_seat() -> void:
  71. if _seat == null :
  72. return
  73. if position.distance_squared_to(_seat.position) < seat_min_dist:
  74. return
  75. var rotation_tween: Tween = create_tween()
  76. rotation_tween.tween_property(self, "quaternion", _seat.quaternion, seat_rotation_duration)
  77. var local_velocity = (_seat.position - position).normalized() * seat_access_speed
  78. velocity = get_parent().get_transform().basis * local_velocity
  79. move_and_slide()
  80. func _on_dir_changed(dir: Vector2) -> void:
  81. if is_onboard():
  82. return
  83. trigger_direction(dir)
  84. func _on_main_action(pressed: bool) -> void:
  85. if is_onboard():
  86. return
  87. if pressed:
  88. trigger_jump()
  89. func _on_get_in_action(commander: LocalInput) -> void:
  90. if is_onboard():
  91. _get_out_vehicle()
  92. else:
  93. _get_in_vehicle(commander)
  94. ## Seek the first vehicle in front of the player
  95. ## and get in to it
  96. ## and take the wheel !
  97. func _get_in_vehicle(commander: LocalInput) -> void:
  98. var closest_vehicle: Node3D = _get_closest_vehicle()
  99. if closest_vehicle == null:
  100. return # No vehicle to get inside
  101. _vehicle = closest_vehicle
  102. reparent(_vehicle)
  103. add_collision_exception_with(_vehicle)
  104. _vehicle.drive_with(commander)
  105. _seat = _find_seat_on(_vehicle)
  106. got_in.emit()
  107. ## Get out of the current vehicle
  108. func _get_out_vehicle() -> void:
  109. _vehicle.get_out()
  110. remove_collision_exception_with(_vehicle)
  111. reparent(_vehicle.get_parent())
  112. _vehicle = null
  113. _seat = null
  114. _get_head_up()
  115. got_out.emit()
  116. ## Make the player stand up
  117. func _get_head_up():
  118. set_rotation(Vector3(0.0, rotation.y, 0.0))
  119. ## Make the player look forward
  120. func _look_forward(forward: Vector3) -> void:
  121. var horizontal_forward: Vector3 = forward.slide(Vector3.UP)
  122. if horizontal_forward.is_zero_approx():
  123. return
  124. else:
  125. look_at(position + horizontal_forward)
  126. ## Return closest vehicle within reach
  127. ## or null if there are none
  128. func _get_closest_vehicle() -> Node3D:
  129. _vehicle_range.force_raycast_update()
  130. var object_within_range: Object = _vehicle_range.get_collider()
  131. if object_within_range is Node3D:
  132. var node_within_range: Node3D = object_within_range as Node3D
  133. if node_within_range.is_in_group("vehicle"):
  134. return node_within_range
  135. return null
  136. ## Have a seat on the driven vehicle if a seat
  137. ## is available
  138. func _find_seat_on(vehicule: Node3D) -> Node3D:
  139. if vehicule.has_method("get_free_seat") :
  140. return vehicule.get_free_seat()
  141. return null