Chelimbalo/scripts/player/states/standing.gd
2025-11-30 16:22:11 +05:00

46 lines
1.3 KiB
GDScript

extends State
@export var max_speed: float = 5.0
@export var acceleration: float = 2.0
@export var deceleration: float = 200.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D
@export var step_delay: float
@export var step_speed_curve: Curve
var step_time: float
func enter() -> void:
pass
func exit() -> void:
step_time = 0
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 * sign(weapon_system.get_speed_modifier())
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
return
step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed))
if step_time >= step_delay:
step_time = 0
audio.multiplayer_play()
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")
if event.is_action_pressed("plr_walk"):
transition.emit("Walk")