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extends PlayerState |
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var input_dir: Vector2 |
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func unhandled_input(event): |
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if event is InputEventMouseMotion: |
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player.rotate_y(-event.relative.x * player.look_sensitivity) |
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player.camera_pivot.rotate_x(-event.relative.y * player.look_sensitivity) |
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player.camera_pivot.rotation.x = clamp(player.camera_pivot.rotation.x, -PI/2, PI/2) |
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player.character.set_camera_angle(player.camera_pivot.rotation.x) |
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func process(delta): |
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return |
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func physics_process(delta): |
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if not player.is_on_floor(): |
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player.velocity.y -= player.gravity * delta |
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if Input.is_action_just_pressed("jump") and player.is_on_floor(): |
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player.velocity.y = player.JUMP_VELOCITY |
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input_dir = Input.get_vector("move_left", "move_right", |
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"move_forward", "move_backward") |
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var direction = (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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if direction: |
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player.velocity.x = direction.x * player.SPEED |
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player.velocity.z = direction.z * player.SPEED |
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else: |
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player.velocity.x = move_toward(player.velocity.x, 0, player.SPEED) |
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player.velocity.z = move_toward(player.velocity.z, 0, player.SPEED) |
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player.move_and_slide() |
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if Input.is_action_just_pressed("ui_cancel"): |
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE |
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if Input.is_action_just_pressed("shoot"): |
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player.shoot() |
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func enter(msg: ={}): |
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return |
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func exit(): |
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pass |
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