refactor to state machine
This commit is contained in:
+3
-6
@@ -1,13 +1,10 @@
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extends Node3D
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const template := "FPS: %d\nPing: %d ms"
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const statsTemplate := "FPS: %d\nPing: %d ms"
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var runner_scene := preload("res://scenes/runner.tscn")
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var _ping := 0.0
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var _runners_node: Node3D
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func _ready() -> void:
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_runners_node = get_node("RunnersNode")
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@onready var _runners_node: Node3D = %Runners
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func spawn_player(player_id) -> void:
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if multiplayer.is_server():
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@@ -21,7 +18,7 @@ func _process(_delta: float) -> void:
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if DisplayServer.get_name() == "headless":
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return
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%RichTextLabel.text = template % [
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%StatsLabel.text = statsTemplate % [
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Engine.get_frames_per_second(),
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_ping,
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]
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@@ -0,0 +1,7 @@
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extends Node
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var gravity_vector: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity_vector")
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var physics_tickrate = Engine.get_physics_ticks_per_second()
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var terminal_velocity: float = 150.0
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var gravity_velocity: Vector3 = (gravity_vector * gravity) / (physics_tickrate as float)
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@@ -1,5 +1,5 @@
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extends Control
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func _on_join_button_pressed() -> void:
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MultiplayerManager.connect_to_ip(%IpAddressTextEdit.text)
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MultiplayerManager.connect_to_ip(%IpTextBox.text)
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get_tree().change_scene_to_file("res://scenes/in_game.tscn")
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@@ -1,10 +1,9 @@
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extends MultiplayerSynchronizer
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var move_direction: Vector2
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@export var direction: Vector2 = Vector2.ZERO
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@export var walking: bool = false
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func _ready() -> void:
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move_direction = Vector2.ZERO
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if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
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set_process(false)
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set_physics_process(false)
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@@ -12,5 +11,6 @@ func _ready() -> void:
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func _physics_process(_delta: float) -> void:
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var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
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var camera_adjusted: Vector3 = (directional_input.x * %RunnerCameraTarget.global_basis.z) + (directional_input.y * %RunnerCameraTarget.global_basis.x)
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move_direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0)
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var camera_adjusted: Vector3 = (directional_input.x * %CameraTarget.global_basis.z) + (directional_input.y * %CameraTarget.global_basis.x)
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direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
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walking = Input.is_action_pressed("walk")
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+29
-34
@@ -1,11 +1,11 @@
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extends CharacterBody3D
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const _gravity := -30.0
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@export var player_id := 69:
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set(id):
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player_id = id
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%RunnerInput.set_multiplayer_authority(id)
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%Input.set_multiplayer_authority(id)
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@export var state_machine: Node
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@export_group("Camera")
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@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
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@@ -13,8 +13,10 @@ const _gravity := -30.0
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@export var smooth_camera := false
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@export_group("Movement")
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@export var move_speed := 8.0
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@export var acceleration := 30.0
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@export var run_speed := 8.0
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@export var walk_speed := 4.0
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@export var acceleration := 45.0
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@export var air_deceleration := 5.0
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@export var rotation_speed := 20.0
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@export_group("Client Tweening")
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@@ -23,25 +25,26 @@ const _gravity := -30.0
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@export var client_smoothing_rotation_speed := 10.0
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@onready var _camera_pivot: Node3D = %CameraPivot
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@onready var _camera_target: Node3D = %RunnerCameraTarget
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@onready var _camera: Node3D = %RunnerCamera
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@onready var _skin: Node3D = %RunnerSkin
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@onready var _camera_target: Node3D = %CameraTarget
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@onready var _camera: Node3D = %Camera
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@onready var skin: Node3D = %Skin
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var _camera_input_direction := Vector2.ZERO
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var _last_direction := Vector3.FORWARD
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var _on_ground := false
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var camera_input_direction := Vector2.ZERO
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var last_direction := Vector3.FORWARD
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@export_group("Server variables")
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@export var server_position := Vector3.ZERO
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@export var server_rotation := Vector3.ZERO
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func _ready() -> void:
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state_machine.set_subject(self)
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if multiplayer.is_server():
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return
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if multiplayer.get_unique_id() == player_id:
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%RunnerCamera.make_current()
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%Camera.make_current()
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else:
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%RunnerCamera.clear_current(false)
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%Camera.clear_current(false)
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func _input(event: InputEvent) -> void:
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if multiplayer.get_unique_id() != player_id:
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@@ -54,17 +57,18 @@ func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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_camera_input_direction += event.screen_relative * mouse_sensitivity
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camera_input_direction += event.screen_relative * mouse_sensitivity
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func _physics_process(delta: float) -> void:
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state_machine.process_physics(delta)
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if multiplayer.get_unique_id() == player_id:
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_camera_pivot.rotation.x = clamp(
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_camera_pivot.rotation.x - _camera_input_direction.y * delta,
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_camera_pivot.rotation.x - camera_input_direction.y * delta,
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-PI / 3.0,
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PI / 6.0,
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)
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_camera_pivot.rotation.y -= _camera_input_direction.x * delta
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_camera_pivot.rotation.y -= camera_input_direction.x * delta
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_camera.global_rotation = _camera_pivot.global_rotation
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if smooth_camera:
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@@ -72,26 +76,17 @@ func _physics_process(delta: float) -> void:
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else:
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_camera.global_position = _camera_target.global_position
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_camera_input_direction = Vector2.ZERO
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camera_input_direction = Vector2.ZERO
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if multiplayer.is_server():
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var move_direction = Vector3(%RunnerInput.move_direction.x, 0, %RunnerInput.move_direction.y)
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var y_velocity := velocity.y
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velocity = velocity.move_toward(move_direction * move_speed, acceleration * delta)
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velocity.y = y_velocity + (_gravity * delta)
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move_and_slide()
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if move_direction.length() >= 0.1:
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_last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(_last_direction, Vector3.UP)
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_skin.global_rotation.y = lerp_angle(_skin.rotation.y, target_angle, rotation_speed * delta)
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server_position = position
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server_rotation = _skin.global_rotation
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else:
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if not multiplayer.is_server():
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if client_smoothing:
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position = lerp(position, server_position, client_smoothing_speed * delta)
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_skin.global_rotation.y = lerp_angle(_skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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else:
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position = server_position
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_skin.global_rotation.y = server_rotation.y
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skin.global_rotation.y = server_rotation.y
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if multiplayer.is_server():
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server_position = position
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server_rotation = skin.global_rotation
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#print("Velocity: %s" % velocity)
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@@ -1,33 +0,0 @@
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extends Node
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@export var starting_state: State
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var current_state: State
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func init(subject: Node) -> void:
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for state in get_children():
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state.subject = subject
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_change_state(starting_state)
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func _change_state(new_state: State) -> void:
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if current_state:
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current_state.exit()
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current_state = new_state
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current_state.enter()
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func _physics_process(delta: float) -> void:
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var new_state = current_state.process_physics(delta)
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if new_state:
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_change_state(new_state)
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func _unhandled_input(event: InputEvent) -> void:
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var new_state = current_state.process_input(event)
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if new_state:
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_change_state(new_state)
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func _process(delta: float) -> void:
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var new_state = current_state.process_frame(delta)
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if new_state:
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_change_state(new_state)
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@@ -0,0 +1,22 @@
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extends State
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func process_physics(delta: float) -> State:
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if not multiplayer.is_server():
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return
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var target_velocity = Vector3(0, subject.velocity.y, 0)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if subject.is_on_floor():
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var input_direction = %Input.direction
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if input_direction.length() < 0.05:
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return %Idle
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if %Input.walking:
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return %Walk
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return %Run
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return
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+16
-1
@@ -1,4 +1,19 @@
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extends State
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func process_physics(delta: float) -> State:
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return
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if not multiplayer.is_server():
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return
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var target_velocity = Vector3(0, subject.velocity.y, 0)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if not subject.is_on_floor():
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return %Fall
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var input_direction = %Input.direction
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if input_direction.length() < 0.05:
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return
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return %Run
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@@ -0,0 +1,28 @@
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extends State
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func process_physics(delta: float) -> State:
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if not multiplayer.is_server():
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return
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var input_direction = %Input.direction
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if input_direction.length() < 0.05:
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return %Idle
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var move_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if move_direction.length() >= 0.1:
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subject.last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
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subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
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if %Input.walking:
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return %Walk
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if not subject.is_on_floor():
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return %Fall
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return
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@@ -1,9 +1,6 @@
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class_name State
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extends Node
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@export var move_speed: float = 100.0
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@export var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var subject
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func enter() -> void:
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@@ -0,0 +1,51 @@
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extends Node
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@export var current_state: State
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var subject: Node
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func set_subject(new_subject: Node) -> void:
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subject = new_subject
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for state in get_children():
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state.subject = subject
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func _change_state(new_state: State) -> void:
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if current_state:
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#print("Exiting: %s" % current_state.name)
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current_state.exit()
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current_state = new_state
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print("Entering: %s" % current_state.name)
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current_state.enter()
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func process_physics(delta: float) -> void:
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if not current_state:
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return
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if not current_state.subject:
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return
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var new_state = current_state.process_physics(delta)
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if new_state:
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_change_state(new_state)
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func process_input(event: InputEvent) -> void:
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if not current_state:
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return
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if not current_state.subject:
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return
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var new_state = current_state.process_input(event)
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if new_state:
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_change_state(new_state)
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func process_frame(delta: float) -> void:
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if not current_state:
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return
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if not current_state.subject:
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return
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var new_state = current_state.process_frame(delta)
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if new_state:
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_change_state(new_state)
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@@ -0,0 +1,28 @@
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extends State
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func process_physics(delta: float) -> State:
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if not multiplayer.is_server():
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return
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var input_direction = %Input.direction
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if input_direction.length() < 0.05:
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return %Idle
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var move_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_velocity = Vector3(move_direction.x * subject.walk_speed, subject.velocity.y, move_direction.z * subject.walk_speed)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if move_direction.length() >= 0.1:
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subject.last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
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subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
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if not %Input.walking:
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return %Run
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if not subject.is_on_floor():
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return %Fall
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return
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Reference in New Issue
Block a user