Global refactor

This commit is contained in:
Rendo 2025-12-09 11:53:52 +05:00
commit 0589ca4e23
180 changed files with 249 additions and 401 deletions

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extends State
@export var max_speed: float = 2.5
@export var acceleration: float = 1.0
@export var deceleration: float = 100.0
@export var toggle: bool = false
@export var stand_up_area: Area3D
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1
@export var weapon_system: WeaponSystem
func enter() -> void:
animation_player.play("crouch",-1,1/crouch_time)
player_input.crouch_end.connect(try_end_crouch)
func exit() -> void:
animation_player.play("crouch",-1,-1/crouch_time,true)
player_input.crouch_end.disconnect(try_end_crouch)
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if not player.is_on_floor():
transition.emit("Fall")
return
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func try_end_crouch() -> void:
if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false:
transition.emit("Stand")

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extends State
@export var animation_player: AnimationPlayer
func on_death() -> void:
transition.emit("Death")
func enter() -> void:
animation_player.play("die")
func exit() -> void:
pass

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uid://tb140f8fweug

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extends State
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var max_speed: float = 5.0
@export var acceleration: float
@export var weapon_system: WeaponSystem
@export var land_sound: MultiplayerAudio3D
func enter() -> void:
pass
func exit() -> void:
pass
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if player.is_on_floor():
if player_input.compressed_states & PlayerInput.CROUCH:
transition.emit("Crouch")
elif player_input.compressed_states & PlayerInput.WALK:
transition.emit("Walk")
else:
transition.emit("Stand")
land_sound.multiplayer_play()
player.velocity += player.get_gravity() * delta
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,0,delta)

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extends State
@export var max_speed: float = 5.0
@export var acceleration: float = 2.0
@export var deceleration: float = 200.0
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D
@export var step_delay: float
@export var step_speed_curve: Curve
var step_time: float
func enter() -> void:
player_input.jumped.connect(on_jumped)
player_input.crouch_begin.connect(begin_crouch)
player_input.walk_begin.connect(begin_walk)
func exit() -> void:
player_input.jumped.disconnect(on_jumped)
player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_begin.disconnect(begin_walk)
step_time = 0
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if not player.is_on_floor():
transition.emit("Fall")
return
step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed))
if step_time >= step_delay:
step_time = 0
audio.multiplayer_play()
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func on_jumped() -> void:
if player.is_on_floor():
player_movement.jump()
transition.emit("Fall")
func begin_walk() -> void:
transition.emit("Walk")
func begin_crouch() -> void:
transition.emit("Crouch")

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extends State
@export var max_speed: float = 2.5
@export var acceleration: float = 1.0
@export var deceleration: float = 100.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem
func enter() -> void:
player_input.crouch_begin.connect(begin_crouch)
player_input.walk_end.connect(end_walk)
player_input.jumped.connect(on_jumped)
func exit() -> void:
player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_end.disconnect(end_walk)
player_input.jumped.disconnect(on_jumped)
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if not player.is_on_floor():
transition.emit("Fall")
return
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func on_jumped() -> void:
if player.is_on_floor():
player_movement.jump()
transition.emit("Fall")
func end_walk() -> void:
transition.emit("Stand")
func begin_crouch() -> void:
transition.emit("Crouch")

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