FPS game progress
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101
Scripts/Player.cs
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101
Scripts/Player.cs
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using Godot;
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public partial class Player : CharacterBody3D
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{
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[Signal]
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public delegate void OnHitEventHandler();
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public const float _speed = 5.0f;
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public const float _jumpVelocity = 4.5f;
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[Export]
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private float _mouseSensitivity = 0.03f;
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[Export]
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private float _joystickDeadZone = 0.5f;
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[Export]
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private float _sensitivityHorizontal = 0.5f;
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[Export]
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private float _sensitivityVertical = 0.5f;
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[Export]
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private Node3D _pivot;
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private RayCast3D _aimCast;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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public static float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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_aimCast = GetNode<RayCast3D>("Pivot/Camera3D/AimCast");
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}
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public override void _PhysicsProcess(double delta)
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{
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var isOnFloor = IsOnFloor();
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Velocity = MovePlayer(Velocity, Transform.Basis, (float)delta, isOnFloor);
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MoveAndSlide();
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}
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public override void _Process(double delta)
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{
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var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
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var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
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if (Mathf.Abs(joyRightX) > _joystickDeadZone)
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RotateY(Mathf.DegToRad(-joyRightX * _sensitivityHorizontal));
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if (Mathf.Abs(joyRightY) > _joystickDeadZone)
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{
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_pivot.RotateX(Mathf.DegToRad(-joyRightY * _sensitivityVertical));
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_pivot.Rotation = new Vector3(Mathf.Clamp(_pivot.Rotation.X, Mathf.DegToRad(-80), Mathf.DegToRad(80)), _pivot.Rotation.Y, _pivot.Rotation.Z);
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}
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}
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public override void _Input(InputEvent @event)
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{
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if (Input.IsActionJustPressed("quit"))
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GetTree().Quit();
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if (@event is InputEventMouseMotion inputMouseEvent)
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{
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RotateY(Mathf.DegToRad(-inputMouseEvent.Relative.X * _mouseSensitivity));
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_pivot.RotateX(Mathf.DegToRad(-inputMouseEvent.Relative.Y * _mouseSensitivity));
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_pivot.Rotation = new Vector3(Mathf.Clamp(_pivot.Rotation.X, Mathf.DegToRad(-80), Mathf.DegToRad(80)), _pivot.Rotation.Y, _pivot.Rotation.Z);
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}
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if (@event.IsActionPressed("fire") && _aimCast.IsColliding())
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{
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EmitSignal(SignalName.OnHit);
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_aimCast.GetCollider().Call("OnHitEvent", 3);
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}
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}
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private static Vector3 MovePlayer(Vector3 velocity, Basis basis, float delta, bool isOnFloor)
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{
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var startingVelocity = velocity;
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// Add the gravity.
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if (!isOnFloor)
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velocity.Y -= gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("jump") && isOnFloor)
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velocity.Y = _jumpVelocity;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 inputDir = Input.GetVector("left", "right", "up", "down");
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Vector3 direction = (basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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}
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else
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{
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velocity.X = Mathf.MoveToward(startingVelocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(startingVelocity.Z, 0, _speed);
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}
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return velocity;
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}
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}
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