Round system

This commit is contained in:
Rendo 2025-11-29 23:46:16 +05:00
commit 3df8247a84
32 changed files with 573 additions and 123 deletions

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@ -5,6 +5,7 @@ extends State
@export var deceleration: float = 100.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
func enter() -> void:
@ -25,15 +26,7 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_released("plr_walk"):