diff --git a/addons/dev_console/console.tscn b/addons/dev_console/console.tscn index c2ae217..3be8414 100644 --- a/addons/dev_console/console.tscn +++ b/addons/dev_console/console.tscn @@ -1,7 +1,7 @@ [gd_scene load_steps=4 format=3 uid="uid://b8xytvsmqsf55"] [ext_resource type="Script" path="res://addons/dev_console/dev_console.ts" id="1_3ukun"] -[ext_resource type="Theme" uid="uid://cj1yqavvbe331" path="res://addons/dev_console/monospace.tres" id="2_0wrae"] +[ext_resource type="Theme" uid="uid://p5gitjrllq0a" path="res://addons/dev_console/monospace.tres" id="2_0wrae"] [ext_resource type="Script" path="res://addons/dev_console/autocomplete_line.ts" id="2_fq41p"] [node name="CanvasLayer" type="CanvasLayer"] diff --git a/addons/dev_console/monospace.tres b/addons/dev_console/monospace.tres index 91c1355..85e45dc 100644 --- a/addons/dev_console/monospace.tres +++ b/addons/dev_console/monospace.tres @@ -1,4 +1,4 @@ -[gd_resource type="Theme" load_steps=2 format=3 uid="uid://cj1yqavvbe331"] +[gd_resource type="Theme" load_steps=2 format=3 uid="uid://p5gitjrllq0a"] [sub_resource type="SystemFont" id="SystemFont_2h66v"] font_names = PackedStringArray("Monospace") diff --git a/project.godot b/project.godot index 5700271..48fe0d7 100644 --- a/project.godot +++ b/project.godot @@ -78,6 +78,26 @@ fire={ "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null) ] } +look_left={ +"deadzone": 0.5, +"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null) +] +} +look_right={ +"deadzone": 0.5, +"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null) +] +} +look_up={ +"deadzone": 0.5, +"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null) +] +} +look_down={ +"deadzone": 0.5, +"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null) +] +} [layer_names] diff --git a/scenes/node_3d.tscn b/scenes/node_3d.tscn index ebd0f8c..9d663a1 100644 --- a/scenes/node_3d.tscn +++ b/scenes/node_3d.tscn @@ -74,6 +74,8 @@ mesh = SubResource("SphereMesh_bketi") surface_material_override/0 = SubResource("StandardMaterial3D_odc30") [node name="Area3D" type="Area3D" parent="Node3D"] +input_ray_pickable = false +monitoring = false script = ExtResource("3_dt0nx") [node name="CollisionShape3D" type="CollisionShape3D" parent="Node3D/Area3D"] diff --git a/scenes/player.tscn b/scenes/player.tscn index a45c1bc..7dbd68f 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -1,7 +1,7 @@ [gd_scene load_steps=24 format=3 uid="uid://cersx8w4ps2sr"] [ext_resource type="Script" path="res://src/player.ts" id="2_pdrhn"] -[ext_resource type="PackedScene" uid="uid://b1vb3py5av0e3" path="res://scenes/player_mesh2.tscn" id="2_rje1f"] +[ext_resource type="PackedScene" path="res://scenes/player_mesh2.tscn" id="2_rje1f"] [ext_resource type="Script" path="res://src/player_animation.ts" id="3_26yay"] [ext_resource type="Script" path="res://src/player_input.ts" id="3_x6527"] [ext_resource type="Script" path="res://src/interactor.ts" id="5_uk7c1"] @@ -28,46 +28,44 @@ animation = &"Walking" advance_mode = 2 [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_p6dv3"] -xfade_time = 0.25 +xfade_time = 0.1 reset = false -switch_mode = 1 advance_mode = 2 advance_expression = "velocity" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_xh0w6"] -xfade_time = 0.25 +xfade_time = 0.1 reset = false switch_mode = 1 advance_mode = 2 advance_expression = "is_running()" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_vse2m"] -xfade_time = 0.25 +xfade_time = 0.1 reset = false switch_mode = 1 advance_mode = 2 advance_expression = "not is_running()" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_yh7m2"] -xfade_time = 0.25 +xfade_time = 0.1 reset = false -switch_mode = 1 advance_mode = 2 advance_expression = "not velocity" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_h1vpo"] -xfade_time = 0.3 +xfade_time = 0.05 advance_mode = 2 advance_expression = "is_aiming()" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_wqng5"] -xfade_time = 0.3 +xfade_time = 0.1 advance_mode = 2 advance_expression = "not is_aiming()" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n5lxw"] advance_mode = 2 -advance_expression = "is_shooting()" +advance_expression = "is_firing()" [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_3tstq"] switch_mode = 2 @@ -85,7 +83,7 @@ states/SlowRun/position = Vector2(572, 100) states/Walking/node = SubResource("AnimationNodeAnimation_w5ck1") states/Walking/position = Vector2(434, 100) transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_twhp3"), "Idle", "Walking", SubResource("AnimationNodeStateMachineTransition_p6dv3"), "Walking", "SlowRun", SubResource("AnimationNodeStateMachineTransition_xh0w6"), "SlowRun", "Walking", SubResource("AnimationNodeStateMachineTransition_vse2m"), "Walking", "Idle", SubResource("AnimationNodeStateMachineTransition_yh7m2"), "Idle", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_h1vpo"), "PistolIdle", "Idle", SubResource("AnimationNodeStateMachineTransition_wqng5"), "PistolIdle", "Shooting", SubResource("AnimationNodeStateMachineTransition_n5lxw"), "Shooting", "PistolIdle", SubResource("AnimationNodeStateMachineTransition_3tstq")] -graph_offset = Vector2(155, -1) +graph_offset = Vector2(-79, 53) [sub_resource type="SphereShape3D" id="SphereShape3D_64co4"] @@ -99,134 +97,134 @@ shape = SubResource("CapsuleShape3D_1kx10") [node name="PlayerMesh" parent="." instance=ExtResource("2_rje1f")] [node name="Skeleton3D" parent="PlayerMesh/Scene/Armature" index="0"] -bones/0/position = Vector3(0.17945, 104.41, 0.110052) -bones/0/rotation = Quaternion(-0.0406521, -0.0416971, -0.0129259, 0.998219) -bones/1/position = Vector3(5.96109e-08, -7.79423e-06, 8.06525e-07) -bones/2/rotation = Quaternion(-0.0597369, 0.00111039, 0.00642272, 0.998193) -bones/3/position = Vector3(-2.98023e-07, -1.34446e-05, 2.14577e-06) -bones/4/rotation = Quaternion(0.0409263, 0.00151155, 0.0114956, 0.999095) -bones/5/position = Vector3(1.63912e-07, 2.08151e-07, 3.01749e-07) -bones/6/rotation = Quaternion(0.0537973, 0.00165954, 0.0114752, 0.998485) -bones/7/position = Vector3(-5.96042e-07, -2.79844e-05, -6.33299e-07) -bones/8/rotation = Quaternion(0.561827, -0.587188, 0.4308, 0.392392) -bones/9/position = Vector3(1.63913e-06, -1.72853e-06, 2.13917e-05) -bones/10/position = Vector3(2.77566e-06, 10.8382, 6.21936e-05) -bones/10/rotation = Quaternion(0.546062, -0.128743, -0.247847, 0.789819) -bones/11/position = Vector3(-3.33721e-06, -2.59971e-05, -4.23144e-07) -bones/12/rotation = Quaternion(-1.44821e-07, 1.29284e-07, -0.269901, 0.962888) -bones/13/position = Vector3(4.32435e-07, 3.89919e-06, 7.05178e-07) -bones/14/position = Vector3(7.82341e-06, 28.3288, -1.32138e-06) -bones/14/rotation = Quaternion(-0.111071, -0.0606597, 0.117823, 0.984937) -bones/15/position = Vector3(1.78986e-06, 7.87047e-06, 1.65885e-06) -bones/16/rotation = Quaternion(0.410799, 0.0410545, -0.0191872, 0.910599) -bones/17/position = Vector3(5.01544e-07, -6.299e-06, 3.963e-07) -bones/18/position = Vector3(-4.8526e-07, 3.60001, -4.86888e-05) -bones/18/rotation = Quaternion(0.53131, 0.0228324, -0.106782, 0.840111) -bones/19/position = Vector3(3.32548e-07, -8.41357e-06, -2.27747e-05) -bones/20/rotation = Quaternion(-4.9514e-08, 5.57123e-08, -1.76427e-07, 1) -bones/21/position = Vector3(-1.54454e-06, -7.68341e-06, -8.74918e-06) -bones/22/position = Vector3(-8.60441e-07, 2.11579, -1.07681e-05) -bones/23/position = Vector3(-2.92063e-06, 7.30623e-07, -3.37238e-06) -bones/24/position = Vector3(-2.72793e-05, 9.53252, 4.71968e-05) -bones/24/rotation = Quaternion(0.339952, 0.0300464, 0.0273285, 0.939565) -bones/25/position = Vector3(-9.73276e-07, 9.30667e-06, 1.7444e-05) -bones/26/position = Vector3(-2.40773e-06, 3.70001, -1.51598e-05) -bones/26/rotation = Quaternion(0.430758, 0.165335, 0.0714135, 0.884314) -bones/27/position = Vector3(2.42792e-06, -5.07634e-06, -1.79432e-05) -bones/28/position = Vector3(5.23295e-07, 2.95001, -1.36814e-05) -bones/28/rotation = Quaternion(3.76456e-09, -9.34081e-09, -3.22034e-08, 1) -bones/31/position = Vector3(6.74278e-07, 1.0987e-05, -1.06914e-05) -bones/32/rotation = Quaternion(0.367356, 0.012829, -0.0137641, 0.92989) -bones/33/position = Vector3(-2.16168e-06, -9.28698e-06, 1.61968e-05) -bones/34/position = Vector3(-2.08148e-06, 3.37928, -2.75762e-06) -bones/34/rotation = Quaternion(0.435237, 0.0202325, -0.0616527, 0.897975) -bones/36/position = Vector3(5.32687e-06, 2.88968, 1.89373e-05) -bones/36/rotation = Quaternion(6.7077e-08, 6.14505e-08, -1.0756e-07, 1) -bones/37/position = Vector3(1.10354e-06, -4.4019e-06, 1.37493e-05) -bones/38/position = Vector3(-1.83442e-06, 2.63883, -1.48906e-05) -bones/39/position = Vector3(-4.24683e-07, 1.03333e-05, -2.27057e-05) -bones/40/position = Vector3(2.25983, 9.1083, 0.517871) -bones/40/rotation = Quaternion(0.230758, 0.0232, 0.0553016, 0.971161) -bones/41/position = Vector3(-1.50283e-06, -3.18235e-06, 1.64979e-05) -bones/42/rotation = Quaternion(0.345931, -0.0275399, 0.00615904, 0.937835) -bones/43/position = Vector3(2.44329e-07, 8.88386e-06, -6.62667e-06) -bones/44/rotation = Quaternion(7.46085e-09, -1.39777e-08, -2.75613e-08, 1) -bones/45/position = Vector3(-4.96307e-07, 1.11183e-05, 2.6697e-06) +bones/0/position = Vector3(-0.00156784, 100.856, 1.24733) +bones/0/rotation = Quaternion(-0.0241959, -0.0266158, -0.087857, 0.995484) +bones/1/position = Vector3(-1.08778e-06, 8.00974e-08, -5.45755e-07) +bones/2/rotation = Quaternion(-0.109554, -0.0139843, 0.0897288, 0.989824) +bones/3/position = Vector3(1.2666e-07, 1.38208e-06, 4.63426e-06) +bones/4/rotation = Quaternion(0.018472, -0.00360436, 0.0223806, 0.999572) +bones/5/position = Vector3(-8.19564e-07, -1.46851e-05, 4.30644e-06) +bones/6/rotation = Quaternion(0.0316743, -0.00504806, 0.0216011, 0.999252) +bones/7/position = Vector3(3.57632e-07, -2.42144e-05, -3.53158e-06) +bones/8/rotation = Quaternion(0.580046, -0.492109, 0.548672, 0.346892) +bones/9/position = Vector3(1.93715e-07, -8.76188e-06, -1.82156e-05) +bones/10/position = Vector3(-2.22259e-06, 10.8382, 6.657e-05) +bones/10/rotation = Quaternion(0.459096, -0.121495, -0.0810144, 0.876303) +bones/11/position = Vector3(1.66958e-06, -2.30764e-05, 5.90135e-07) +bones/12/rotation = Quaternion(8.73115e-08, -7.06018e-09, -0.24541, 0.96942) +bones/13/position = Vector3(7.10815e-06, 2.49848e-06, -3.67706e-07) +bones/14/position = Vector3(1.00884e-05, 28.3289, 1.42043e-06) +bones/14/rotation = Quaternion(0.0143011, -0.137731, -0.00664099, 0.990344) +bones/15/position = Vector3(1.43223e-06, -9.47448e-06, -3.04991e-06) +bones/16/rotation = Quaternion(0.162122, 0.00019677, 0.0185594, 0.986596) +bones/17/position = Vector3(2.78027e-07, -1.63051e-05, 2.7709e-07) +bones/18/position = Vector3(-7.17311e-07, 3.6, -4.46059e-05) +bones/18/rotation = Quaternion(0.156883, 1.49012e-08, 0.0191203, 0.987432) +bones/19/position = Vector3(-1.09796e-06, -1.6639e-05, -1.30592e-05) +bones/20/rotation = Quaternion(0.222645, -1.765e-09, 0.0271343, 0.974522) +bones/21/position = Vector3(-3.42208e-06, -3.57069e-06, -7.88492e-06) +bones/22/position = Vector3(-2.66578e-06, 2.11579, -6.80612e-06) +bones/23/position = Vector3(1.99676e-06, 2.3176e-06, 1.13522e-06) +bones/24/position = Vector3(-2.81929e-05, 9.5325, 4.46934e-05) +bones/24/rotation = Quaternion(0.144465, 0.0016678, 0.00607341, 0.98949) +bones/25/position = Vector3(-2.64221e-06, 1.33002e-05, 9.27813e-06) +bones/26/position = Vector3(-3.12982e-06, 3.70001, -1.88553e-05) +bones/26/rotation = Quaternion(0.159018, -4.47035e-08, 0.0193803, 0.987086) +bones/27/position = Vector3(4.8121e-06, -1.06792e-05, -1.50226e-05) +bones/28/position = Vector3(3.86115e-06, 2.95001, -1.38305e-05) +bones/28/rotation = Quaternion(0.274908, 0.0232031, 0.040264, 0.960347) +bones/31/position = Vector3(1.86637e-06, 5.9802e-06, -1.467e-05) +bones/32/rotation = Quaternion(0.205882, 0.00125593, 0.0191031, 0.97839) +bones/33/position = Vector3(-2.25109e-06, -9.16777e-06, 1.35742e-05) +bones/34/position = Vector3(-1.61634e-06, 3.37927, -2.16157e-06) +bones/34/rotation = Quaternion(0.124678, 3.72529e-09, 0.0151949, 0.992081) +bones/36/position = Vector3(-1.34902e-06, 2.88968, 1.45266e-05) +bones/36/rotation = Quaternion(0.194697, 0.101037, 0.0444738, 0.974632) +bones/37/position = Vector3(7.45909e-07, -8.48482e-06, 1.51202e-05) +bones/38/position = Vector3(-7.0702e-07, 2.63882, -1.46823e-05) +bones/39/position = Vector3(-4.24683e-07, -3.16713e-06, -1.23643e-05) +bones/40/position = Vector3(2.25983, 9.10828, 0.517866) +bones/40/rotation = Quaternion(0.209959, -0.00162836, 0.0331345, 0.977147) +bones/41/position = Vector3(5.8333e-07, 6.3235e-07, 1.57826e-05) +bones/42/rotation = Quaternion(0.107792, -3.57104e-08, 0.0131371, 0.994087) +bones/43/position = Vector3(-1.30539e-06, 1.28774e-05, 4.90486e-08) +bones/44/rotation = Quaternion(0.184101, -6.2101e-09, 0.022437, 0.982651) +bones/45/position = Vector3(-2.28086e-07, -1.45823e-06, -4.29744e-07) bones/48/position = Vector3(2.68185, 2.4648, 1.57399) -bones/48/rotation = Quaternion(0.253233, 0.0269746, -0.19885, 0.946364) -bones/49/position = Vector3(-4.76836e-07, -4.29153e-06, 8.58607e-06) -bones/50/position = Vector3(-5.36506e-06, 4.18898, 1.80082e-06) -bones/50/rotation = Quaternion(-0.0236439, 0.0331235, 0.0393129, 0.998398) -bones/52/position = Vector3(-8.58953e-06, 3.41627, -3.79061e-06) -bones/52/rotation = Quaternion(1.62159e-06, -0.000806941, 3.60843e-07, 1) -bones/53/position = Vector3(-7.33137e-06, 1.96993e-05, -3.36238e-06) -bones/56/rotation = Quaternion(-0.168671, 0.00146631, -0.00322634, 0.985666) -bones/57/position = Vector3(-1.48998e-08, -1.55101e-05, -2.81259e-07) -bones/58/rotation = Quaternion(0.116994, 0.0330545, -0.00432665, 0.992573) -bones/59/position = Vector3(4.47016e-08, -3.2247e-05, -2.96597e-06) -bones/61/rotation = Quaternion(0.506672, 0.632248, -0.512417, 0.28456) -bones/62/position = Vector3(-2.02656e-06, -3.57628e-07, -4.18441e-05) -bones/63/position = Vector3(7.15469e-08, 10.8377, 1.51746e-05) -bones/63/rotation = Quaternion(0.502967, 0.244286, 0.329048, 0.76097) -bones/64/position = Vector3(3.60969e-06, 1.52503e-05, 4.33931e-06) -bones/65/position = Vector3(6.08624e-06, 27.8415, 3.61837e-05) -bones/65/rotation = Quaternion(1.00117e-07, -9.33561e-08, 0.240972, 0.970532) -bones/66/position = Vector3(1.5152e-06, 5.09353e-07, 1.06806e-07) -bones/67/rotation = Quaternion(-0.124955, -0.15428, -0.118697, 0.97288) -bones/68/position = Vector3(-1.47492e-06, 9.18099e-07, 8.22066e-07) -bones/69/rotation = Quaternion(0.223335, 0.00464231, 0.100994, 0.969485) -bones/70/position = Vector3(3.93391e-06, -3.12924e-06, 1.2352e-05) -bones/71/position = Vector3(-7.3569e-06, 4.18708, 3.80831e-06) -bones/71/rotation = Quaternion(-0.017028, -0.0337403, -0.0322282, 0.998766) -bones/72/position = Vector3(5.96047e-08, -1.01924e-05, -1.82316e-05) -bones/73/position = Vector3(-7.20031e-06, 3.41838, -3.40019e-05) -bones/73/rotation = Quaternion(-2.43768e-06, 0.000745857, 5.4902e-07, 1) -bones/74/position = Vector3(-3.96371e-06, -8.34465e-06, 1.30411e-07) -bones/75/position = Vector3(-3.2532e-06, 2.58059, 3.56767e-06) -bones/77/rotation = Quaternion(0.329022, -0.00440169, -0.0369186, 0.94359) -bones/78/position = Vector3(4.72453e-07, -1.04497e-06, 3.59342e-07) -bones/79/position = Vector3(-2.66038e-07, 3.7, 8.95903e-07) -bones/79/rotation = Quaternion(0.28229, 0.0283846, 0.000264906, 0.958909) -bones/80/position = Vector3(-1.96994e-06, 1.6327e-06, -1.63261e-05) -bones/81/rotation = Quaternion(-3.65055e-07, -4.16772e-09, -6.83649e-08, 1) -bones/84/position = Vector3(-4.94532e-07, -1.87893e-05, 1.52819e-05) -bones/85/rotation = Quaternion(0.331909, -0.019802, -0.0105555, 0.943044) -bones/86/position = Vector3(-2.09158e-07, -2.31277e-06, -1.46174e-05) -bones/87/rotation = Quaternion(0.403889, -0.00181236, 0.0290873, 0.914344) -bones/88/position = Vector3(2.26344e-07, -5.1729e-06, -4.39392e-06) -bones/89/rotation = Quaternion(4.04652e-07, 8.72496e-12, 6.58802e-08, 1) -bones/90/position = Vector3(-2.41998e-07, -4.32138e-06, -4.24358e-06) -bones/92/position = Vector3(3.67407e-07, 1.44696e-06, -5.79837e-06) -bones/93/rotation = Quaternion(0.331827, -0.0487858, 0.034802, 0.941435) -bones/94/position = Vector3(1.83496e-07, -1.69704e-05, -3.62689e-06) -bones/95/rotation = Quaternion(0.547972, -0.0207689, 0.058348, 0.834201) -bones/96/position = Vector3(-6.40724e-07, 1.08097e-06, 1.03508e-05) -bones/97/position = Vector3(1.86266e-06, 2.95, 2.9305e-05) -bones/97/rotation = Quaternion(-1.44502e-15, 1.80445e-09, -3.60028e-08, 1) -bones/98/position = Vector3(7.57416e-07, -2.73586e-06, -1.18274e-06) -bones/99/position = Vector3(-2.38102e-05, 2.64431, -7.72471e-06) -bones/100/position = Vector3(-1.36858e-06, -8.86206e-06, 9.053e-06) -bones/101/position = Vector3(3.80626, 8.0778, 0.486895) -bones/101/rotation = Quaternion(0.379958, -0.0550092, 0.0382487, 0.922574) -bones/102/position = Vector3(-1.08492e-06, 2.92186e-05, 1.50487e-05) -bones/103/rotation = Quaternion(0.582059, -0.0103286, 0.0735094, 0.809751) -bones/104/position = Vector3(-1.73342e-06, -1.47918e-06, -2.0886e-05) -bones/105/rotation = Quaternion(-5.4723e-08, -3.14058e-09, 1.77999e-07, 1) -bones/106/position = Vector3(8.89177e-07, -7.90852e-06, 1.76198e-05) -bones/107/position = Vector3(2.5899e-06, 2.12554, 9.70504e-08) -bones/108/position = Vector3(8.49366e-07, 5.665e-06, 3.62648e-06) -bones/109/rotation = Quaternion(-0.036333, 0.0217706, 0.999101, 0.00199951) -bones/110/position = Vector3(-1.3528e-06, 3.43757e-05, -4.54129e-08) -bones/111/rotation = Quaternion(-0.143928, 0.000177422, 0.00374932, 0.989581) -bones/112/position = Vector3(-4.23869e-07, 1.24792e-07, 6.58015e-07) -bones/113/rotation = Quaternion(0.495013, 0.131615, -0.0439782, 0.857732) -bones/115/rotation = Quaternion(0.335413, 0.00425432, -0.000217396, 0.942062) -bones/119/rotation = Quaternion(0.119179, 0.0314785, 0.992322, -0.0101509) -bones/120/position = Vector3(8.86776e-07, -4.30776e-06, 1.57868e-06) -bones/121/rotation = Quaternion(-0.0940526, 0.000144511, -0.0022175, 0.995565) -bones/122/position = Vector3(-8.41099e-07, -1.2368e-06, 3.5533e-07) -bones/123/rotation = Quaternion(0.451014, 0.00101661, 0.0176655, 0.892342) -bones/125/rotation = Quaternion(0.335216, 0.000625836, -1.98777e-05, 0.942141) +bones/48/rotation = Quaternion(0.123863, 0.0615859, -0.157938, 0.977712) +bones/49/position = Vector3(-3.57628e-06, -1.16825e-05, 6.73833e-06) +bones/50/position = Vector3(-7.17277e-06, 4.18897, 1.07578e-06) +bones/50/rotation = Quaternion(-0.065908, 0.0353134, 0.205088, 0.975883) +bones/52/position = Vector3(-8.77766e-06, 3.41628, -4.79003e-06) +bones/52/rotation = Quaternion(0.0198537, -0.00208779, -0.030255, 0.999343) +bones/53/position = Vector3(-3.03984e-06, 2.01762e-05, -1.93187e-06) +bones/56/rotation = Quaternion(0.0428424, 0.00373018, -0.0514745, 0.997748) +bones/57/position = Vector3(1.19211e-07, -2.28947e-05, -3.36394e-06) +bones/58/rotation = Quaternion(-0.09518, -0.0152199, 0.00725781, 0.995317) +bones/59/position = Vector3(-1.0431e-07, -1.54506e-05, -1.49384e-06) +bones/61/rotation = Quaternion(0.579899, 0.493993, -0.538761, 0.359757) +bones/62/position = Vector3(5.96046e-08, -6.10948e-07, -7.88433e-06) +bones/63/position = Vector3(3.42725e-07, 10.8377, 3.26269e-05) +bones/63/rotation = Quaternion(0.575826, 0.0678332, 0.0593197, 0.812591) +bones/64/position = Vector3(2.4772e-06, 1.24322e-06, 3.17702e-06) +bones/65/position = Vector3(7.81477e-06, 27.8415, 3.26074e-05) +bones/65/rotation = Quaternion(1.42027e-07, -1.46212e-07, 0.187139, 0.982333) +bones/66/position = Vector3(-3.25318e-06, -4.67625e-06, -1.50252e-06) +bones/67/rotation = Quaternion(0.0628093, 0.167989, 0.0452412, 0.982745) +bones/68/position = Vector3(7.47968e-08, -6.91227e-07, -2.51579e-06) +bones/69/rotation = Quaternion(0.124703, -0.0703717, 0.120712, 0.982306) +bones/70/position = Vector3(1.18017e-05, 1.18017e-05, 1.03254e-05) +bones/71/position = Vector3(-7.12144e-07, 4.18709, 2.40078e-06) +bones/71/rotation = Quaternion(-0.0114256, 0.00320561, -0.0964902, 0.995263) +bones/72/position = Vector3(5.48363e-06, -9.44734e-06, -1.48937e-05) +bones/73/position = Vector3(-6.19066e-06, 3.41839, -3.25305e-05) +bones/73/rotation = Quaternion(-0.0574109, -0.0921314, -0.0335194, 0.993525) +bones/74/position = Vector3(3.75509e-06, 1.69277e-05, 9.12723e-07) +bones/75/position = Vector3(2.59013e-06, 2.5806, 1.43079e-06) +bones/77/rotation = Quaternion(0.139461, -0.00192688, -0.00298727, 0.990221) +bones/78/position = Vector3(2.34035e-07, 6.61208e-07, -1.22018e-06) +bones/79/position = Vector3(-2.66701e-07, 3.7, -4.303e-07) +bones/79/rotation = Quaternion(0.169768, -2.14204e-07, -0.0204877, 0.985271) +bones/80/position = Vector3(-3.04282e-06, -2.24161e-06, -1.52532e-05) +bones/81/rotation = Quaternion(0.225351, -3.97203e-07, -0.0271954, 0.973898) +bones/84/position = Vector3(-1.56742e-06, -5.37828e-06, 1.60567e-05) +bones/85/rotation = Quaternion(0.0880754, -0.000857467, -0.000835853, 0.996113) +bones/86/position = Vector3(-2.09158e-07, 7.10476e-06, -1.37234e-05) +bones/87/rotation = Quaternion(0.177624, -2.45869e-07, -0.0214357, 0.983865) +bones/88/position = Vector3(-1.44259e-06, -2.81852e-06, -1.08586e-06) +bones/89/rotation = Quaternion(0.221521, -2.89766e-07, -0.0267331, 0.974789) +bones/90/position = Vector3(-1.67251e-06, -5.69229e-06, 4.16067e-06) +bones/92/position = Vector3(-2.07638e-06, -8.50701e-06, 1.83102e-06) +bones/93/rotation = Quaternion(0.146033, -0.000818407, -0.0120549, 0.989206) +bones/94/position = Vector3(-1.24702e-06, -4.42364e-06, 5.52884e-07) +bones/95/rotation = Quaternion(0.172628, -2.70084e-07, -0.0208327, 0.984767) +bones/96/position = Vector3(-2.19045e-06, -7.68091e-06, -2.55365e-06) +bones/97/position = Vector3(1.62425e-06, 2.95, 1.38972e-05) +bones/97/rotation = Quaternion(0.262432, -4.03317e-07, -0.0316705, 0.964431) +bones/98/position = Vector3(-2.69965e-06, -1.43062e-07, 1.26105e-06) +bones/99/position = Vector3(-2.845e-05, 2.64431, 1.98053e-06) +bones/100/position = Vector3(6.57979e-07, -4.74934e-06, 1.44472e-05) +bones/101/position = Vector3(3.80627, 8.07779, 0.486894) +bones/101/rotation = Quaternion(0.151669, 0.0047456, -0.0484545, 0.987232) +bones/102/position = Vector3(-2.33662e-06, 1.08604e-05, 1.6658e-05) +bones/103/rotation = Quaternion(0.188861, 0.00662838, 0.0124932, 0.981902) +bones/104/position = Vector3(1.84285e-06, 5.76279e-06, -1.71906e-05) +bones/105/rotation = Quaternion(0.197459, -2.64662e-07, -0.0238293, 0.980021) +bones/106/position = Vector3(1.48522e-06, -3.60209e-06, 1.44012e-05) +bones/107/position = Vector3(4.3816e-06, 2.12554, -2.07618e-05) +bones/108/position = Vector3(-4.91738e-07, 8.79425e-06, -1.38031e-06) +bones/109/rotation = Quaternion(-0.0738262, 0.049394, 0.991854, -0.0912968) +bones/110/position = Vector3(-1.06222e-06, 3.19319e-05, -1.56533e-06) +bones/111/rotation = Quaternion(-0.20816, 0.0478937, 0.00235816, 0.976919) +bones/112/position = Vector3(2.91388e-07, 4.25241e-06, -2.20301e-06) +bones/113/rotation = Quaternion(0.540309, -0.0295822, -0.00332286, 0.84094) +bones/115/rotation = Quaternion(0.340128, 3.45669e-05, 1.22083e-05, 0.940379) +bones/119/rotation = Quaternion(0.0578879, 0.138588, 0.982719, -0.10819) +bones/120/position = Vector3(-8.23132e-07, -4.34501e-06, -1.59527e-06) +bones/121/rotation = Quaternion(-0.32988, -0.0696334, 0.0128686, 0.941363) +bones/122/position = Vector3(-6.62286e-07, 6.482e-06, 2.36121e-07) +bones/123/rotation = Quaternion(0.582159, -0.01921, -0.0181531, 0.812645) +bones/125/rotation = Quaternion(0.323963, 3.82889e-05, 1.40474e-05, 0.94607) [node name="Input" type="Node3D" parent="."] script = ExtResource("3_x6527") @@ -241,6 +239,7 @@ script = ExtResource("3_26yay") [node name="Interactor" type="Area3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 1) +input_ray_pickable = false script = ExtResource("5_uk7c1") _root_node = NodePath("..") diff --git a/src/input_buffer.ts b/src/input_buffer.ts index 6c98cd0..f2247b0 100644 --- a/src/input_buffer.ts +++ b/src/input_buffer.ts @@ -1,4 +1,4 @@ -import { int32, int64, PackedVector2Array, Vector2 } from 'godot' +import { int32, int64 } from 'godot' export class InputBufferError extends Error { constructor(message: string) { @@ -14,18 +14,20 @@ export class InputBufferError extends Error { } } -export default class InputBuffer { +export default class InputBuffer { readonly capacity: int32 - private _buffer: PackedVector2Array + private _buffer: T[] private _head: int32 = 0 private _tail: int32 = 0 private _size: int32 = 0 - constructor(capacity: int32) { + constructor(capacity: int32, defaultValue?: T) { this.capacity = capacity - this._buffer = new PackedVector2Array() - this._buffer.resize(capacity) - this._buffer.fill(Vector2.ZERO) + this._buffer = Array.from({ length: capacity }) + + if (defaultValue != null) { + this._buffer = this._buffer.fill(defaultValue) + } } is_empty() { @@ -36,8 +38,8 @@ export default class InputBuffer { return this._size === this.capacity } - push(value: Vector2) { - this._buffer.set_indexed(this._head, value) + push(value: T) { + this._buffer[this._head] = value this._head = (this._head + 1) % this.capacity if (this.is_full()) { @@ -47,14 +49,14 @@ export default class InputBuffer { } } - pop(): Vector2 { + pop(): T { if (this.is_empty()) { throw InputBufferError.empty() } const value = this.tail() this._tail = (this._tail + 1) % this.capacity - this._size += 1 + this._size -= 1 return value } @@ -65,7 +67,7 @@ export default class InputBuffer { const n = index < 0 ? this._head - index : this._tail + index const idx = n % this.capacity - return this._buffer.get_indexed(idx) + return this._buffer[idx] } size() { @@ -73,11 +75,11 @@ export default class InputBuffer { } head() { - return this._buffer.get_indexed(this._head) + return this._buffer[this._head] } tail() { - return this._buffer.get_indexed(this._tail) + return this._buffer[this._tail] } slice(begin: int64, end?: int64) { diff --git a/src/inventory.ts b/src/inventory.ts index c58dfeb..5a62909 100644 --- a/src/inventory.ts +++ b/src/inventory.ts @@ -74,7 +74,6 @@ export default class Inventory extends Node { } has(item: ItemData): boolean { - console.log('checking for', item.name) return this.items.has(item.name) } } diff --git a/src/player.ts b/src/player.ts index 62002af..aa18cb7 100644 --- a/src/player.ts +++ b/src/player.ts @@ -1,15 +1,23 @@ -import { Callable, CharacterBody3D, Color, float64, ProjectSettings, Variant, Vector2, Vector3 } from 'godot' +import { Callable, Callable0, Callable1, Camera3D, CharacterBody3D, Color, float64, NodePath, ProjectSettings, Variant, Vector2, Vector3 } from 'godot' import { export_, help, onready } from 'godot.annotations' import PlayerInput from './player_input' import DebugDraw from './debug_draw' import Interactor from './interactor' +import PlayerAnimation, { PlayerAnimationName } from './player_animation' export default class Player extends CharacterBody3D { gravity = ProjectSettings.get_setting('physics/3d/default_gravity') + @export_(Variant.Type.TYPE_NODE_PATH) + camera!: NodePath + private _camera!: Camera3D + @onready("Input") player_input!: PlayerInput + @onready("AnimationTree") + player_animation!: PlayerAnimation + @onready("Interactor") interactor!: Interactor @@ -39,25 +47,74 @@ export default class Player extends CharacterBody3D { } is_firing() { - return this.player_input.is_firing && this.is_aiming() + return this._wants_to_fire } + private _can_act: boolean = true + private _wants_to_fire: boolean = false + + private _try_interact_callable!: Callable0 + private _queue_fire_callable!: Callable0 + private _disable_action_callable!: Callable1 + private _enable_action_callable!: Callable1 + _ready(): void { + this._camera = this.get_node(this.camera) as Camera3D + this._rotation_speed = this.turn_speed * 2 * Math.PI - this.player_input.interact.connect( - Callable.create( - this, - this.try_interact - ) + this._try_interact_callable = Callable.create( + this, + this._try_interact ) + + this._queue_fire_callable = Callable.create( + this, + this._queue_fire + ) + + this.player_input.interact.connect(this._try_interact_callable) + this.player_input.fire.connect(this._queue_fire_callable) + + this._disable_action_callable = Callable.create( + this, + this._disable_action + ) + + this._enable_action_callable = Callable.create( + this, + this._enable_action + ) + + this.player_animation.animation_started.connect(this._disable_action_callable) + this.player_animation.animation_finished.connect(this._enable_action_callable) } - try_interact() { + private _disable_action(value: string) { + if (PlayerAnimationName.Fire === value) { + this._can_act = false + } + } + + private _enable_action(value: string) { + if (PlayerAnimationName.Fire === value) { + this._can_act = true + } + } + + private _try_interact() { this.interactor.try_interact_nearest() } - get_movement(input: Vector2): Vector3 { + private async _queue_fire() { + if (this.is_aiming()) { + this._wants_to_fire = true + await this.get_tree().process_frame.as_promise() + this._wants_to_fire = false + } + } + + private _get_movement(input: Vector2): Vector3 { let speed = this.walk_speed if (this.is_running()) { @@ -72,15 +129,11 @@ export default class Player extends CharacterBody3D { )) } - get_gravitational_force(delta: float64): float64 { + private _get_gravitational_force(delta: float64): float64 { return -this.gravity * delta } - is_kinda_equal(a: Vector2, b: Vector2, e: float64 = 0.1) { - return a.distance_to(b) <= e - } - - _draw_movement(movement: Vector3) { + private _draw_movement(movement: Vector3) { DebugDraw.draw_line( Vector3.ADD( Vector3.UP, @@ -94,7 +147,7 @@ export default class Player extends CharacterBody3D { ) } - rotate_toward(direction: Vector3, _delta: float64) { + private _rotate_toward(direction: Vector3, _delta: float64) { if (!direction.is_zero_approx()) { this.look_at( Vector3.ADD(this.global_position, direction), @@ -104,33 +157,41 @@ export default class Player extends CharacterBody3D { } } - move_toward(movement: Vector3, delta: float64) { + private _move_toward(movement: Vector3, delta: float64) { this.velocity = new Vector3( movement.x, - this.velocity.y + this.get_gravitational_force(delta), + this.velocity.y + this._get_gravitational_force(delta), movement.z ) this.move_and_slide() } - _aim_at_direction() { + private _aim_at_direction() { + this._rotate_toward } _physics_process(delta: float64): void { + this.player_input.process_queue() + + if (!this._can_act) { + return + } + if (this.player_input.is_aiming) { + this.velocity = Vector3.ZERO this._aim_at_direction() return } const input = this.player_input.movement_input - const movement = this.get_movement(input) + const movement = this._get_movement(input) this._draw_movement(movement) - this.rotate_toward(movement, delta) - this.move_toward(movement, delta) + this._rotate_toward(movement, delta) + this._move_toward(movement, delta) } } diff --git a/src/player_animation.ts b/src/player_animation.ts index 1e50e5e..f2d88aa 100644 --- a/src/player_animation.ts +++ b/src/player_animation.ts @@ -3,16 +3,26 @@ import Player from './player' import PlayerInput from './player_input' import { onready } from 'godot.annotations' +export const PlayerAnimationName = Object.freeze({ + Idle: 'Idle', + Walk: 'Walking', + Run: 'SlowRun', + Interact: 'Interact', + Aim: 'PistolIdle', + Fire: 'Shooting' +} as const) + export default class PlayerAnimation extends AnimationTree { - private static Interact = 'parameters/conditions/interact' + //private static Interact = 'parameters/conditions/interact' private static Movement = 'parameters/Movement/blend_position' - @onready("../") + @onready('../') player!: Player - @onready("../Input") - player_input!: PlayerInput - _process(delta: float64): void { + @onready('../Input') + readonly player_input!: PlayerInput + + _process(_delta: float64): void { this.set(PlayerAnimation.Movement, this.player.velocity.length_squared()) } } diff --git a/src/player_input.ts b/src/player_input.ts index c661983..0933888 100644 --- a/src/player_input.ts +++ b/src/player_input.ts @@ -1,24 +1,61 @@ -import { float64, Input, InputEvent, InputEventJoypadButton, InputEventJoypadMotion, InputEventKey, InputEventMouse, int32, Node3D, Signal0, Signal1, Variant, Vector2 } from 'godot' +import { float64, Input, InputEvent, InputEventJoypadButton, InputEventJoypadMotion, InputEventKey, InputEventMouse, InputEventMouseMotion, int32, Node3D, Signal0, Signal1, Variant, Vector2 } from 'godot' import { export_, signal } from 'godot.annotations' import InputBuffer from './input_buffer' -export const PlayerAction = { +export const PlayerMovement = Object.freeze({ MoveLeft: 'move_left', MoveRight: 'move_right', MoveUp: 'move_up', MoveDown: 'move_down', +} as const) + +export const PlayerLook = Object.freeze({ + LookLeft: 'look_left', + LookRight: 'look_right', + LookUp: 'look_up', + LookDown: 'look_down', +} as const) + +class LookDirection { + static Empty = new LookDirection(Vector2.ZERO, false) + + readonly value: Vector2 + readonly needs_projection: boolean + + constructor(value: Vector2, needs_projection: boolean) { + this.value = value + this.needs_projection = needs_projection + } +} + +export const PlayerAction = Object.freeze({ Run: 'run', Interact: 'interact', Aim: 'aim', Fire: 'fire' -} as const +} as const) -enum Device { - KeyboardMouse = 0, - Gamepad = 1 +export const Device = Object.freeze({ + KeyboardMouse: 0, + Gamepad: 1 +} as const) + +type PlayerActionType = typeof PlayerAction[keyof typeof PlayerAction] + +class InputDesc { + readonly type: PlayerActionType + readonly value: boolean + + constructor(type: PlayerActionType, value: boolean) { + this.type = type + this.value = value + } } export default class PlayerInput extends Node3D { + @export_(Variant.Type.TYPE_INT) + private movement_buffer_size: int32 = 4 + @export_(Variant.Type.TYPE_INT) private input_buffer_size: int32 = 8 @@ -30,18 +67,18 @@ export default class PlayerInput extends Node3D { private max_range: float64 = 1 private _max_range_sqr: float64 = 1 - private _last_known_device = Device.KeyboardMouse + private _last_known_device: typeof Device[keyof typeof Device] = Device.KeyboardMouse get last_known_device() { return this._last_known_device } - private _input_buffer!: InputBuffer + private _movement_buffer!: InputBuffer - get input_buffer() { - return this._input_buffer + get movement_buffer() { + return this._movement_buffer } get movement_input() { - const dir = this._input_buffer.head() + const dir = this._movement_buffer.head() if (dir.is_zero_approx()) { return Vector2.ZERO } else { @@ -57,49 +94,90 @@ export default class PlayerInput extends Node3D { } } - _running: boolean = false + private _look_direction: LookDirection = LookDirection.Empty - get is_running() { - return this._running + get look_direction() { + return this._look_direction } - @signal() - readonly run!: Signal1 + private _input_buffer!: InputBuffer - _interacting: boolean = false - - get is_interacting() { - return this._interacting + get input_buffer() { + return this._input_buffer } - @signal() - readonly interact!: Signal0 - - _aiming: boolean = false - - get is_aiming() { - return this._aiming - } - - @signal() - readonly aim!: Signal1 - - _firing: boolean = false - - get is_firing() { - return this._firing - } - - @signal() - readonly fire!: Signal1 - private _changed_since_last_frame = false get changed_since_last_frame() { return this._changed_since_last_frame } - _sqr(n: number) { + private _running: boolean = false + private _interacting: boolean = false + private _aiming: boolean = false + private _firing: boolean = false + + get is_running() { + return this._running + } + + private set is_running(value: boolean) { + if (value !== this._running) { + this._running = value + this.run.emit(value) + } + } + + get is_interacting() { + return this._interacting + } + + private set is_interacting(value) { + if (value !== this._interacting) { + this._interacting = value + if (value) { + this.interact.emit() + } + } + } + + get is_aiming() { + return this._aiming + } + + private set is_aiming(value) { + if (value !== this._aiming) { + this._aiming = value + this.aim.emit(value) + } + } + + get is_firing() { + return this._firing + } + + private set is_firing(value) { + if (value !== this._firing) { + this._firing = value + if (value) { + this.fire.emit() + } + } + } + + @signal() + readonly run!: Signal1 + + @signal() + readonly interact!: Signal0 + + @signal() + readonly aim!: Signal1 + + @signal() + readonly fire!: Signal0 + + private _sqr(n: number) { return n * n } @@ -107,49 +185,76 @@ export default class PlayerInput extends Node3D { this._min_range_sqr = this._sqr(this.min_range) this._max_range_sqr = this._sqr(this.max_range) + this._movement_buffer = new InputBuffer(this.movement_buffer_size, Vector2.ZERO) this._input_buffer = new InputBuffer(this.input_buffer_size) } _process(_delta: float64): void { - const next_movement = Input.get_vector(PlayerAction.MoveLeft, PlayerAction.MoveRight, PlayerAction.MoveUp, PlayerAction.MoveDown) + const next_movement = Input.get_vector( + PlayerMovement.MoveLeft, + PlayerMovement.MoveRight, + PlayerMovement.MoveUp, + PlayerMovement.MoveDown + ) + + let dir = Vector2.ZERO + + switch (this._last_known_device) { + case Device.Gamepad: + dir = Input.get_vector( + PlayerLook.LookLeft, + PlayerLook.LookRight, + PlayerLook.LookUp, + PlayerLook.LookDown + ) + this._look_direction = new LookDirection(dir, false) + break + case Device.KeyboardMouse: + dir = this.get_viewport().get_mouse_position() + this._look_direction = new LookDirection(dir, true) + break + } this._changed_since_last_frame = !next_movement.is_equal_approx(this.movement_input) - this._input_buffer.push(next_movement) + this._movement_buffer.push(next_movement) } _input(event: InputEvent): void { - if (event instanceof InputEventKey || event instanceof InputEventMouse) { + if (event instanceof InputEventKey || event instanceof InputEventMouse || event instanceof InputEventMouseMotion) { this._last_known_device = Device.KeyboardMouse } else if (event instanceof InputEventJoypadButton || event instanceof InputEventJoypadMotion) { this._last_known_device = Device.Gamepad } - const running = event.is_action_pressed(PlayerAction.Run) - if (running !== this._running) { - this._running = running - this.run.emit(running) - } + for (const action of Object.values(PlayerAction)) { + if (event.is_action_released(action)) { + this._input_buffer.push(new InputDesc(action, false)) + } - const interacting = event.is_action_pressed(PlayerAction.Interact) - - if (interacting !== this._interacting) { - this._interacting = interacting - if (interacting) { - this.interact.emit() + if (event.is_action_pressed(action)) { + this._input_buffer.push(new InputDesc(action, true)) } } + } - const aiming = event.is_action_pressed(PlayerAction.Aim) - if (aiming !== this._aiming) { - this._aiming = aiming - this.aim.emit(aiming) - } - - const firing = event.is_action_pressed(PlayerAction.Fire) - if (firing !== this._firing) { - this._firing = firing - this.fire.emit(firing) + process_queue() { + while (!this.input_buffer.is_empty()) { + const input = this.input_buffer.pop() + switch (input.type) { + case PlayerAction.Run: + this.is_running = input.value + break + case PlayerAction.Interact: + this.is_interacting = input.value + break + case PlayerAction.Aim: + this.is_aiming = input.value + break + case PlayerAction.Fire: + this.is_firing = input.value + break + } } } }