Files
wretched/scripts/player.gd

267 lines
9.4 KiB
GDScript

extends CharacterBody3D
const LERP_VALUE : float = 0.15
@onready var camera : Node = $SpringArmPivot/SpringArm3D/Camera3D
@onready var cameraarm : Node = $SpringArmPivot/SpringArm3D
const fov_normal : float = 75.0
const fov_aiming : float = 50.0
@onready var camerapos_normal : Vector3 = cameraarm.position
const camerapos_aimoffset : Vector3 = Vector3(0.3, 0.15, 0)
@onready var camerapos_aim : Vector3 = camerapos_normal + camerapos_aimoffset
@onready var promptbox = $hud/hud_bottom/promptbox
var snap_vector : Vector3 = Vector3.DOWN
var speed : float
var crouched : bool = false
var aiming : bool = false
var walk_speed : float = 2.0
var creep_speed : float = 3.0
var run_speed : float = 5.0
var gravity : float = 50.0
@onready var player_mesh : Node3D = $CharacterArmature
@onready var spring_arm_pivot : Node3D = $SpringArmPivot
var interaction_points : Array[Node]
var ipoints_initialized : bool = false
var current_interactables : Array[Node3D]
var selected_interactable : Node3D = null
var held_object : Node3D = null
var locked : bool = false
var lock_rotation : float = 0.0
func _physics_process(delta):
var move_direction : Vector3 = Vector3.ZERO
move_direction.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
move_direction.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forwards")
move_direction = move_direction.rotated(Vector3.UP, spring_arm_pivot.rotation.y)
velocity.y -= gravity * delta
if Input.is_action_just_pressed("ui_cancel"):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
get_tree().quit()
if !locked:
if Input.is_action_just_pressed("crouch"):
if crouched:
crouched = false
$CharacterArmature/PlayerVisibilityShape/Crouching.disabled = true
$CharacterArmature/PlayerVisibilityShape/Standing.disabled = false
else:
crouched = true
$CharacterArmature/PlayerVisibilityShape/Standing.disabled = true
$CharacterArmature/PlayerVisibilityShape/Crouching.disabled = false
if Input.is_action_pressed("run") and !crouched:
speed = run_speed
elif crouched:
speed = creep_speed
else:
speed = walk_speed
velocity.x = move_direction.x * speed
velocity.z = move_direction.z * speed
if move_direction:
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(velocity.x, velocity.z), LERP_VALUE)
aiming = false
if Input.is_action_pressed("aim"):
handle_aim()
aiming = true
elif Input.is_action_just_pressed("use"):
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
handle_use()
if Input.is_action_just_pressed("use_alt"):
handle_use_alt()
if aiming:
camera.fov = lerpf(camera.fov, fov_aiming, LERP_VALUE)
cameraarm.position = lerp(cameraarm.position, camerapos_aim, LERP_VALUE)
elif !aiming:
camera.fov = lerpf(camera.fov, fov_normal, LERP_VALUE)
cameraarm.position = lerp(cameraarm.position, camerapos_normal, LERP_VALUE)
apply_floor_snap()
move_and_slide()
else:
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, lock_rotation, LERP_VALUE)
animate(delta)
check_interactables()
handle_ui()
func handle_use():
if held_object == null and selected_interactable != null:
if !selected_interactable.grabject and selected_interactable.note_style != "none":
show_note(selected_interactable.note_style, selected_interactable.note)
elif selected_interactable.grabject:
lock_rotation = angle_toward(selected_interactable.global_transform.origin)
locked = true
if selected_interactable.low_height:
$AnimationPlayer_new.play("GrabLow")
else:
$AnimationPlayer_new.play("Grab")
$LockTimer.start(0.62)
held_object = selected_interactable
selected_interactable = null
held_object.hold(0.62)
elif held_object != null:
var location : Vector3 = $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.global_transform.origin
var direction : Vector3 = get_viewport().get_camera_3d().global_transform.basis.z
location = location + -Vector3(0, 0.1, 0)
held_object.unhold(location)
held_object = null
hide_hand_objects()
func handle_use_alt():
if held_object == null and current_interactables.size() > 1:
current_interactables.pop_front()
selected_interactable = current_interactables[0]
func handle_aim():
if held_object != null:
var cameraangle = -get_viewport().get_camera_3d().global_transform.basis.z
player_mesh.rotation.y = lerp_angle(player_mesh.rotation.y, atan2(cameraangle.x, cameraangle.z), LERP_VALUE)
if held_object != null and Input.is_action_just_pressed("use"):
var location : Vector3 = $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.global_transform.origin
var direction : Vector3 = get_viewport().get_camera_3d().global_transform.basis.z
location = location + 0.1*(-Vector3(direction.x, 0, direction.z))
held_object.throw(location, -direction, 20)
held_object = null
hide_hand_objects()
func handle_ui():
$hud/icon_eye.visible = false
$hud/icon_hand.visible = false
if selected_interactable != null and not get_viewport().get_camera_3d().is_position_behind(selected_interactable.global_transform.origin):
var offset : Vector3 = Vector3(0, 0, 0)
if selected_interactable.grabject and selected_interactable.icon_offset:
offset.y = selected_interactable.icon_offset
var object_coords = get_viewport().get_camera_3d().unproject_position(selected_interactable.global_transform.origin + offset)
var icon : Control
if selected_interactable.icon == "eye":
icon = $hud/icon_eye
elif selected_interactable.icon == "hand":
icon = $hud/icon_hand
else: pass
var half_size = icon.size.x / 2
icon.set_position(object_coords - Vector2(half_size, half_size))
icon.visible = true
func unlock():
locked = false
if held_object.model == "mug":
$CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint/mug.visible = true
func hide_hand_objects():
for object in $CharacterArmature/Skeleton3D/ItemHold_BoneAttach/ItemHoldPoint.get_children():
object.visible = false
func angle_toward(target : Vector3):
return (Vector2(target.z, target.x) - Vector2($CharacterArmature.global_transform.origin.z, $CharacterArmature.global_transform.origin.x)).angle()
func animate(delta):
if !locked:
if velocity.length() > 0:
if speed == run_speed:
$AnimationPlayer_new.play("Run")
elif crouched:
$AnimationPlayer_new.play("Walk_Crouch")
else:
$AnimationPlayer_new.play("Walk")
else:
if crouched:
$AnimationPlayer_new.play("Idle_Crouch")
elif aiming and held_object != null:
$AnimationPlayer_new.play("Idle_Gun_Pointing")
else:
$AnimationPlayer_new.play("Idle_Neutral")
func check_interactables():
var new_interactables : Array[Node3D]
if selected_interactable != null and selected_interactable.global_transform.origin.distance_to(global_transform.origin + Vector3(0, 0.9, 0)) > 1:
selected_interactable = null
var objects = $CharacterArmature/GrabArea_Upper.get_overlapping_bodies()
for object in objects:
object.low_height = false
new_interactables.append(object)
objects = $CharacterArmature/GrabArea_Lower.get_overlapping_bodies()
for object in objects:
object.low_height = true
new_interactables.append(object)
if ipoints_initialized:
for point in interaction_points:
if point.global_transform.origin.distance_to(global_transform.origin + Vector3(0, 0.9, 0)) < 1:
new_interactables.append(point)
var the_interactables : Array[Node3D]
for object in current_interactables:
if object in new_interactables:
the_interactables.append(object)
for object in new_interactables:
if not object in current_interactables:
the_interactables.append(object)
current_interactables.clear()
current_interactables = the_interactables.duplicate()
if current_interactables.is_empty():
$hud/hud_bottom/promptbox/prompt_primary.visible = false
$hud/hud_bottom/promptbox/prompt_secondary.visible = false
$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
else:
populate_prompts()
func populate_prompts():
if selected_interactable == null:
selected_interactable = current_interactables[0]
$hud/hud_bottom/promptbox/prompt_primary.text = selected_interactable.prompt
$hud/hud_bottom/promptbox/prompt_primary.visible = true
if current_interactables.size() > 1:
for index in current_interactables.size():
var object = current_interactables[index]
if selected_interactable == object and index != 0:
current_interactables.push_front(current_interactables.pop_at(index))
$hud/hud_bottom/promptbox/prompt_secondary.text = current_interactables[1].prompt
$hud/hud_bottom/promptbox/prompt_secondary.visible = true
if current_interactables.size() > 2:
$hud/hud_bottom/promptbox/prompt_tertiary.visible = true
$hud/hud_bottom/promptbox/prompt_tertiary.text = current_interactables[2].prompt
if current_interactables.size() > 3:
$hud/hud_bottom/promptbox/prompt_overflow.visible = true
else:
$hud/hud_bottom/promptbox/prompt_overflow.visible = false
else:
$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
else:
$hud/hud_bottom/promptbox/prompt_secondary.visible = false
$hud/hud_bottom/promptbox/prompt_tertiary.visible = false
func init_interactionpoints(pointgroup):
for point in pointgroup.get_children():
interaction_points.append(point)
ipoints_initialized = true
func show_note(style, string):
$note.setup(get_viewport().size, style, string)
$hud.visible = false
$note.visible = true
get_tree().paused = true