37 lines
1.2 KiB
GDScript
37 lines
1.2 KiB
GDScript
extends State
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@export var max_speed: float = 2.5
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@export var acceleration: float = 1.0
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@export var deceleration: float = 100.0
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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 player_movement: PlayerMovement
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@export var animation_player: AnimationPlayer
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@export var crouch_time: float = 0.1
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@export var weapon_system: WeaponSystem
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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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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func state_input(event: InputEvent) -> void:
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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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