move to apply_input_velocity on the subject

This commit is contained in:
2025-02-23 18:25:57 +09:00
parent ca63d4594c
commit 151a757e3e
13 changed files with 142 additions and 62 deletions
+12
View File
@@ -0,0 +1,12 @@
extends State
func enter() -> void:
subject.rotation_base.global_rotation.z = PI / 2
func exit() -> void:
subject.rotation_base.global_rotation.z = 0
func process_physics(_delta: float) -> State:
if not multiplayer.is_server(): return
return
+2 -5
View File
@@ -3,12 +3,9 @@ extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.air_deceleration)
if not subject.is_on_floor(): return
if %Input.direction.length() < 0.05: return %Idle
if %Input.walk: return %Walk
if has_node("%Walk") and %Input.walk: return %Walk
return %Run
+3 -5
View File
@@ -3,14 +3,12 @@ extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.acceleration)
if not subject.is_on_floor(): return %Fall
if has_node("%Lunge") and %Input.primary_interact: return %Lunge # TODO: Lunge attacks currently do nothing so Chasers can't move when they click in
var input_direction = %Input.direction
if input_direction.length() < 0.05: return
if has_node("%Walk") and %Input.walk: return %Walk
return %Run
+11
View File
@@ -0,0 +1,11 @@
extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration)
if has_node("%Walk") and %Input.walk: return %Walk
return
+2 -11
View File
@@ -6,17 +6,8 @@ func process_physics(delta: float) -> State:
var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration)
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
if %Input.walk: return %Walk
if has_node("%Walk") and %Input.walk: return %Walk
if not subject.is_on_floor(): return %Fall
return
+1
View File
@@ -4,6 +4,7 @@ extends Node
var subject
func enter() -> void:
print("Entering state: %s" % name)
pass
func exit() -> void:
+1 -10
View File
@@ -6,16 +6,7 @@ func process_physics(delta: float) -> State:
var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.walk_speed, subject.velocity.y, move_direction.z * subject.walk_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration)
if not %Input.walk: return %Run
if not subject.is_on_floor(): return %Fall