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https://gitlab.com/MaddoScientisto/cirnogodot.git
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104 lines
No EOL
3.3 KiB
C#
104 lines
No EOL
3.3 KiB
C#
using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D>
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{
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[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
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[Export] private InputProvider _inputProvider;
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[Export] public int Speed { get; set; } = 45;
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[Export] public int StrafeSpeed { get; set; } = 35;
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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[Export] public float Gravity = -9.8f;
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[Export] public float FallSpeed = 20f;
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private bool _isStrafing;
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private float _accelerationPerSecond;
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private float _decelerationPerSecond;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
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private CharacterBody3D MainObject => _stateMachine.MainObject;
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public override void EnterState(PlayerState state)
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{
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_accelerationPerSecond = Speed / Acceleration;
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_decelerationPerSecond = Speed / Deceleration;
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}
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public override void ExitState(PlayerState state)
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{
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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_stateMachine = machine;
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}
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public override void Process(double delta)
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{
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var movementInput = _inputProvider.GetMovementInput();
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_isStrafing = _inputProvider.GetStrafePressed();
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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// if (!_isStrafing)
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// {
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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PlayerStorage.FacingDirection = rightStickInput;
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PlayerStorage.AimingDirection = rightStickInput;
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}
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else if (movementInput != Vector2.Zero) // Fall back to movement direction
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{
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PlayerStorage.FacingDirection = movementInput;
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PlayerStorage.AimingDirection = rightStickInput;
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}
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// }
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var rotatedMovementDirection = movementInput.Rotated(Mathf.DegToRad(-45f));
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PlayerStorage.MovementDirection = new Vector3(rotatedMovementDirection.X, 0, rotatedMovementDirection.Y);
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}
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public override void PhysicsProcess(double delta)
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{
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var frameVelocity = MainObject.Velocity;
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if (_isStrafing)
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{
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// Instant movement at strafe speed
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frameVelocity = PlayerStorage.MovementDirection * StrafeSpeed;
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}
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else
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{
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Vector3 targetVelocity = PlayerStorage.MovementDirection * Speed;
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if (PlayerStorage.MovementDirection != Vector3.Zero)
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{
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frameVelocity = frameVelocity.MoveToward(targetVelocity, Acceleration * (float)delta);
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}
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else
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{
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frameVelocity = frameVelocity.MoveToward(Vector3.Zero, Deceleration * (float)delta);
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}
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}
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//MainObject.Velocity += _movementDirection * MovementSpeed;
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var velocityY = Mathf.Clamp(frameVelocity.Y + Gravity * (float)delta, -FallSpeed, FallSpeed);
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frameVelocity.Y = velocityY;
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MainObject.Velocity = frameVelocity;
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MainObject.MoveAndSlide();
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}
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} |