Player movement rework
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parent
b601b9430e
commit
7bbeebdd2e
11 changed files with 190 additions and 73 deletions
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@ -16,82 +16,17 @@ const MAX_HP = 100
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get:
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return hp
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@export var animation_player: AnimationPlayer
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@export var stand_up_area: Area3D
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@export var CROUCH_TIME: float = 1.0
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@export var SPEED: float = 5.0
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@export var JUMP_VELOCITY: float = 4.5
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# Replace with settings
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@export var TOGGLE_CROUCH: bool = true
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@export var WALK_MODIFIER: float = 0.5
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@export var crouched: bool = false:
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set(value):
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if value != crouched and stand_up_area.has_overlapping_bodies() == false:
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crouched = value
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update_crouch()
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SPEED = (SPEED*WALK_MODIFIER) if crouched else (SPEED/WALK_MODIFIER)
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potential_crouched = value
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get:
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return crouched
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@onready var TEMP_start_pos = global_position
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var potential_crouched: bool = crouched
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func _enter_tree() -> void:
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set_multiplayer_authority(str(name).to_int())
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func _process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if potential_crouched != crouched:
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crouched = potential_crouched
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("plr_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func update_crouch():
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if crouched:
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animation_player.play("Crouch",-1,1/CROUCH_TIME)
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else:
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animation_player.play("Crouch",-1,-1/CROUCH_TIME,true)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event.is_action_pressed("plr_crouch"):
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if TOGGLE_CROUCH:
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crouched = not crouched
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else:
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crouched = true
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elif event.is_action_released("plr_crouch") and TOGGLE_CROUCH == false:
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crouched = false
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func die() -> void:
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global_position = TEMP_start_pos
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hp = MAX_HP
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41
scripts/player/states/crouching.gd
Normal file
41
scripts/player/states/crouching.gd
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@ -0,0 +1,41 @@
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extends State
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@export var SPEED: float = 2.5
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@export var toggle: bool = false
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@export var stand_up_area: Area3D
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@export var player: Player
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@export var animation_player: AnimationPlayer
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@export var crouch_time: float = 0.1
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func enter() -> void:
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animation_player.play("Crouch",-1,1/crouch_time)
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func exit() -> void:
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animation_player.play("Crouch",-1,-1/crouch_time,true)
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func physics_update(_delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if Input.is_action_just_pressed("plr_jump") and player.is_on_floor() and toggle:
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transition.emit("Stand")
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return
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if not player.is_on_floor():
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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player.velocity.x = direction.x * SPEED
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player.velocity.z = direction.z * SPEED
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
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player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):
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if stand_up_area.has_overlapping_bodies() == false:
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transition.emit("Stand")
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1
scripts/player/states/crouching.gd.uid
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1
scripts/player/states/crouching.gd.uid
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@ -0,0 +1 @@
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uid://bv8sgx78s8hwn
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28
scripts/player/states/falling.gd
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28
scripts/player/states/falling.gd
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@ -0,0 +1,28 @@
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extends State
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@export var player: Player
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@export var SPEED: float
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func physics_update(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if player.is_on_floor():
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transition.emit("Stand")
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player.velocity += player.get_gravity() * delta
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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player.velocity.x = direction.x * SPEED
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player.velocity.z = direction.z * SPEED
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
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player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
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1
scripts/player/states/falling.gd.uid
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1
scripts/player/states/falling.gd.uid
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@ -0,0 +1 @@
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uid://cq4i0afwesdm3
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42
scripts/player/states/standing.gd
Normal file
42
scripts/player/states/standing.gd
Normal file
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@ -0,0 +1,42 @@
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extends State
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@export var SPEED: float = 5.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func physics_update(_delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
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player.velocity.y = JUMP_VELOCITY
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transition.emit("Fall")
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return
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if not player.is_on_floor():
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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player.velocity.x = direction.x * SPEED
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player.velocity.z = direction.z * SPEED
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
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player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event.is_action_pressed("plr_crouch"):
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transition.emit("Crouch")
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if event.is_action_pressed("plr_walk"):
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transition.emit("Walk")
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1
scripts/player/states/standing.gd.uid
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1
scripts/player/states/standing.gd.uid
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@ -0,0 +1 @@
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uid://u0e2b2mvij1k
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41
scripts/player/states/walk.gd
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41
scripts/player/states/walk.gd
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@ -0,0 +1,41 @@
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extends State
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@export var SPEED: float = 2.5
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func physics_update(_delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
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player.velocity.y = JUMP_VELOCITY
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transition.emit("Fall")
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return
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if not player.is_on_floor():
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transition.emit("Fall")
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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player.velocity.x = direction.x * SPEED
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player.velocity.z = direction.z * SPEED
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
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player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event.is_action_released("plr_walk"):
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transition.emit("Stand")
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if event.is_action_pressed("plr_crouch"):
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transition.emit("Crouch")
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1
scripts/player/states/walk.gd.uid
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1
scripts/player/states/walk.gd.uid
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@ -0,0 +1 @@
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uid://cwasvwhm5yg0o
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