weapon speed modifiers

This commit is contained in:
Rendo 2025-11-28 22:13:22 +05:00
commit 7c7f68b6f5
8 changed files with 37 additions and 21 deletions

View file

@ -1,11 +1,12 @@
extends State
@export var SPEED: float = 2.5
@export var speed: float = 2.5
@export var toggle: bool = false
@export var stand_up_area: Area3D
@export var player: Player
@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)
@ -26,12 +27,13 @@ func physics_update(_delta: float) -> void:
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_speed = speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
player.velocity.x = direction.x * modified_speed
player.velocity.z = direction.z * modified_speed
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
player.velocity.x = move_toward(player.velocity.x, 0, modified_speed)
player.velocity.z = move_toward(player.velocity.z, 0, modified_speed)
func state_input(event: InputEvent) -> void:
if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):

View file

@ -1,8 +1,9 @@
extends State
@export var SPEED: float = 5.0
@export var speed: float = 5.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var weapon_system: WeaponSystem
func enter() -> void:
pass
@ -24,12 +25,13 @@ func physics_update(_delta: float) -> void:
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_speed := speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
player.velocity.x = direction.x * modified_speed
player.velocity.z = direction.z * modified_speed
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
player.velocity.x = move_toward(player.velocity.x, 0, modified_speed)
player.velocity.z = move_toward(player.velocity.z, 0, modified_speed)
func state_input(event: InputEvent) -> void:
if event.is_action_pressed("plr_crouch"):

View file

@ -1,8 +1,9 @@
extends State
@export var SPEED: float = 2.5
@export var speed: float = 2.5
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var weapon_system: WeaponSystem
func enter() -> void:
pass
@ -24,12 +25,13 @@ func physics_update(_delta: float) -> void:
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_speed = speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
player.velocity.x = direction.x * modified_speed
player.velocity.z = direction.z * modified_speed
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
player.velocity.x = move_toward(player.velocity.x, 0, modified_speed)
player.velocity.z = move_toward(player.velocity.z, 0, modified_speed)
func state_input(event: InputEvent) -> void:
if event.is_action_released("plr_walk"):