Vivi movement demo

This commit is contained in:
2023-07-14 08:09:39 -07:00
parent 1e882060eb
commit 091b80e384
18 changed files with 942 additions and 1 deletions

50
Scripts/CameraSystem.cs Normal file
View File

@@ -0,0 +1,50 @@
using Godot;
public partial class CameraSystem : SpringArm3D
{
[Export]
private float _sensitivityHorizontal = 0.05f;
[Export]
private float _sensitivityVertical = 0.05f;
[Export]
private float _joystickDeadZone = 0.5f;
private Node3D _pivot;
private CharacterBody3D _characterBody;
public override void _Ready()
{
_pivot = GetNode<Node3D>("/root/Main/CharacterBody3D/Pivot");
_characterBody = GetNode<CharacterBody3D>("/root/Main/CharacterBody3D");
}
public override void _Process(double delta)
{
var joyRightX = Input.GetJoyAxis(0, JoyAxis.RightX);
var joyRightY = Input.GetJoyAxis(0, JoyAxis.RightY);
if (Mathf.Abs(joyRightX) > _joystickDeadZone)
{
var rotateAmount = joyRightX * _sensitivityHorizontal;
_characterBody.RotateY(-rotateAmount);
_pivot.RotateY(rotateAmount);
}
if (Mathf.Abs(joyRightY) > _joystickDeadZone)
{
RotateX(joyRightY * _sensitivityVertical);
Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
}
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventMouseMotion mouseMotion)
{
_characterBody.RotateY(Mathf.DegToRad(-mouseMotion.Relative.X * _sensitivityHorizontal));
_pivot.RotateY(Mathf.DegToRad(mouseMotion.Relative.X * _sensitivityHorizontal));
RotateX(Mathf.DegToRad(mouseMotion.Relative.Y * _sensitivityVertical));
Rotation = new Vector3(Mathf.Clamp(Rotation.X, -0.7f, 0.7f), Rotation.Y, Rotation.Z);
}
}
}

View File

@@ -0,0 +1,66 @@
using Godot;
public partial class CharacterBody3D : Godot.CharacterBody3D
{
public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f;
[Export]
private float _sensitivityHorizontal = 0.05f;
[Export]
private float _sensitivityVertical = 0.05f;
[Export]
private float _joystickDeadZone = 0.5f;
private Node3D _cameraMount;
private Node3D _pivot;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready()
{
Input.MouseMode = Input.MouseModeEnum.Captured;
_cameraMount = GetNode<Node3D>("/root/Main/CharacterBody3D/CameraMount");
_pivot = GetNode<Node3D>("/root/Main/CharacterBody3D/Pivot");
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed("quit"))
GetTree().Quit();
}
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
velocity.Y -= gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * Speed;
velocity.Z = direction.Z * Speed;
direction = direction.Normalized();
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
}