using System.Linq; using Godot; using Godot.Collections; public partial class Player : CharacterBody3D { [Export] private float _speed = 5.0f; [Export] private float _jumpVelocity = 4.5f; [Export] private float _sensitivityHorizontal = 0.05f; [Export] private float _sensitivityVertical = 0.05f; [Export] private float _joystickDeadZone = 0.5f; [Export] private Array _projectiles; public bool CanShoot { get; private set; } private Node3D _cameraMount; private Node3D _pivot; private Node3D _camera; private PackedScene _weaponType; // 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("/root/Main/Player/CameraMount"); _camera = GetNode("/root/Main/Player/CameraMount/Camera"); _pivot = GetNode("/root/Main/Player/Pivot"); _weaponType = _projectiles.First(); CanShoot = true; } public override void _Process(double delta) { if (Input.IsActionJustPressed("quit")) GetTree().Quit(); if (Input.IsActionJustPressed("shoot") && CanShoot) Shoot(); if (Input.IsActionJustPressed("switch")) SwitchWeaponType(); } public override void _PhysicsProcess(double delta) { var gravityDelta = _gravity * (float)delta; var velocity = CalculateMovement(Velocity, Transform, gravityDelta); Velocity = velocity; MoveAndSlide(); } private async void Shoot() { GD.Print("Shoot"); var projectile = _weaponType.Instantiate(); projectile.Position = Position; projectile.Rotation = Rotation; GetParent().AddChild(projectile); CanShoot = false; await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); CanShoot = true; } private async void SwitchWeaponType() { var index = _projectiles.IndexOf(_weaponType); _weaponType = _projectiles[(index + 1) % _projectiles.Count]; CanShoot = false; await ToSignal(GetTree().CreateTimer(.5), "timeout"); CanShoot = true; } private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta) { if (!IsOnFloor()) velocity.Y -= gravityDelta; if (Input.IsActionJustPressed("jump") && IsOnFloor()) velocity.Y = _jumpVelocity; 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; GetNode("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up); } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed); } return velocity; } }