43 lines
1.5 KiB
GDScript
43 lines
1.5 KiB
GDScript
extends State
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@export var max_speed: float = 5.0
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@export var acceleration: float = 2.0
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@export var deceleration: float = 200.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var player: Player
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@export var weapon_system: WeaponSystem
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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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var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
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if direction:
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player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
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player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
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player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
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func state_input(event: InputEvent) -> void:
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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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