55 lines
1.5 KiB
GDScript
55 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 player: Player
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@export var player_movement: PlayerMovement
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@export var player_input: PlayerInput
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@export var weapon_system: WeaponSystem
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@export var audio: MultiplayerAudio3D
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@export var step_delay: float
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@export var step_speed_curve: Curve
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var step_time: float
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func enter() -> void:
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player_input.jumped.connect(on_jumped)
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player_input.crouch_begin.connect(begin_crouch)
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player_input.walk_begin.connect(begin_walk)
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if player_input.compressed_states & PlayerInput.CROUCH:
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begin_crouch()
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elif player_input.compressed_states & PlayerInput.WALK:
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begin_walk()
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func exit() -> void:
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player_input.jumped.disconnect(on_jumped)
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player_input.crouch_begin.disconnect(begin_crouch)
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player_input.walk_begin.disconnect(begin_walk)
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step_time = 0
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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 not player.is_on_floor():
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transition.emit("Fall")
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return
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step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed))
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if step_time >= step_delay:
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step_time = 0
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audio.multiplayer_play()
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func on_jumped() -> void:
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if player.is_on_floor():
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player_movement.jump()
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transition.emit("Fall")
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func begin_walk() -> void:
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transition.emit("Walk")
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func begin_crouch() -> void:
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transition.emit("Crouch")
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