Chelimbalo/scripts/player/states/walk.gd
2025-11-28 22:13:22 +05:00

41 lines
1.2 KiB
GDScript

extends State
@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
func exit() -> void:
pass
func physics_update(_delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY
transition.emit("Fall")
return
if not player.is_on_floor():
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_speed = speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = direction.x * modified_speed
player.velocity.z = direction.z * modified_speed
else:
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"):
transition.emit("Stand")
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")