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Player.cs
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Player.cs
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using Godot;
using System;
using System.Collections.Generic;
public class Player : KinematicBody, HittableByBullets
{
[Export]
public float Gravity = -24.8f;
[Export]
public float MaxSpeed = 20.0f;
[Export]
public float JumpSpeed = 18.0f;
[Export]
public float Accel = 4.5f;
[Export]
public float Deaccel = 16.0f;
[Export]
public float MaxSlopeAngle = 40.0f;
[Export]
public float MouseSensitivity = 0.05f;
[Export]
public float MaxSprintSpeed = 30.0f;
[Export]
public float SprintAccel = 18.0f;
private bool _isSprinting = false;
private Vector3 _vel = new Vector3();
private Vector3 _dir = new Vector3();
private Camera _camera;
private Spatial _rotationHelper;
public AnimationPlayerManager AnimationPlayer;
private SpotLight _flashlight;
string currentWeaponName = "UNARMED";
Dictionary<string, Weapon> weapons = new Dictionary<string, Weapon>() { { "UNARMED", null }, { "KNIFE", null }, { "PISTOL", null }, { "RIFLE", null }, { "", null } };
Dictionary<int, string> weaponNumberToName = new Dictionary<int, string>() { { 0, "UNARMED" }, { 1, "KNIFE" }, { 2, "PISTOL" }, { 3, "RIFLE" }, { -1, "" } };
Dictionary<string, int> weaponNameToNumber = new Dictionary<string, int>() { { "UNARMED", 0 }, { "KNIFE", 1 }, { "PISTOL", 2 }, { "RIFLE", 3 }, { "", 0 } };
bool changingWeapon = false;
string changingWeaponName = "UNARMED";
float health = 100;
Control UIStatusLabel;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_flashlight = GetNode<SpotLight>("Rotation_Helper/Flashlight");
_camera = GetNode<Camera>("Rotation_Helper/Camera");
AnimationPlayer = GetNode<AnimationPlayerManager>("Rotation_Helper/Model/Animation_Player");
AnimationPlayer.CallbackFunction = FireBullet;
_rotationHelper = GetNode<Spatial>("Rotation_Helper");
weapons["KNIFE"] = GetNode<Weapon>("Rotation_Helper/Gun_Fire_Points/Knife_Point");
weapons["PISTOL"] = GetNode<Weapon>("Rotation_Helper/Gun_Fire_Points/Pistol_Point");
weapons["RIFLE"] = GetNode<Weapon>("Rotation_Helper/Gun_Fire_Points/Rifle_Point");
Vector3 gunAimPointPos = GetNode<Spatial>("Rotation_Helper/Gun_Aim_Point").GlobalTransform.origin;
foreach (KeyValuePair<string, Weapon> weapon in weapons)
{
Weapon weaponNode = weapon.Value;
if (weaponNode != null)
{
weaponNode.PlayerNode = this;
weaponNode.LookAt(gunAimPointPos, new Vector3(0, 1, 0));
weaponNode.RotateObjectLocal(new Vector3(0, 1, 0), Mathf.Deg2Rad(180));
}
}
currentWeaponName = "UNARMED";
changingWeaponName = "UNARMED";
UIStatusLabel = GetNode<Control>("HUD/Panel/Gun_label");
Input.SetMouseMode(Input.MouseMode.Captured);
}
public override void _PhysicsProcess(float delta)
{
ProcessInput(delta);
ProcessMovement(delta);
ProcessChangingWeapons(delta);
}
private void ProcessInput(float delta)
{
// -------------------------------------------------------------------
// Walking
_dir = new Vector3();
Transform camXform = _camera.GlobalTransform;
Vector2 inputMovementVector = new Vector2();
if (Input.IsActionPressed("movement_forward"))
inputMovementVector.y += 1;
if (Input.IsActionPressed("movement_backward"))
inputMovementVector.y -= 1;
if (Input.IsActionPressed("movement_left"))
inputMovementVector.x -= 1;
if (Input.IsActionPressed("movement_right"))
inputMovementVector.x += 1;
inputMovementVector = inputMovementVector.Normalized();
// Basis vectors are already normalized.
_dir += -camXform.basis.z * inputMovementVector.y;
_dir += camXform.basis.x * inputMovementVector.x;
// -------------------------------------------------------------------
// -------------------------------------------------------------------
// Jumping
if (IsOnFloor())
{
if (Input.IsActionJustPressed("movement_jump"))
_vel.y = JumpSpeed;
}
// -------------------------------------------------------------------
// -------------------------------------------------------------------
// Capturing/Freeing the cursor
if (Input.IsActionJustPressed("ui_cancel"))
{
if (Input.GetMouseMode() == Input.MouseMode.Visible)
Input.SetMouseMode(Input.MouseMode.Captured);
else
Input.SetMouseMode(Input.MouseMode.Visible);
}
// -------------------------------------------------------------------
// Sprinting
if (Input.IsActionPressed("movement_sprint"))
_isSprinting = true;
else
_isSprinting = false;
// -------------------------------------------------------------------
// -------------------------------------------------------------------
// Turning the flashlight on/off
if (Input.IsActionJustPressed("flashlight"))
{
if (_flashlight.IsVisibleInTree())
_flashlight.Hide();
else
_flashlight.Show();
}
// ----------------------------------
// Changing weapons.
int weaponChangeNumber = weaponNameToNumber[currentWeaponName];
if (Input.IsActionPressed("weapon_1"))
{ weaponChangeNumber = 0; }
if (Input.IsActionPressed("weapon_2"))
{ weaponChangeNumber = 1; }
if (Input.IsActionPressed("weapon_3"))
{ weaponChangeNumber = 2; }
if (Input.IsActionPressed("weapon_4"))
{ weaponChangeNumber = 3; }
if (Input.IsActionJustPressed("shift_weapon_positive"))
{ weaponChangeNumber += 1; }
if (Input.IsActionJustPressed("shift_weapon_negative"))
{ weaponChangeNumber -= 1; }
weaponChangeNumber = Mathf.Clamp(weaponChangeNumber, 0, weaponNumberToName.Count - 1);
if (changingWeapon == false)
{
if (weaponNumberToName[weaponChangeNumber] != currentWeaponName)
{
changingWeaponName = weaponNumberToName[weaponChangeNumber];
changingWeapon = true;
}
}
// ----------------------------------
// ----------------------------------
// Firing the weapons
if (Input.IsActionPressed("fire"))
{
if (changingWeapon == false)
{
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon != null)
{
if (AnimationPlayer.currentState == currentWeapon.IdleAnimationState)
{
AnimationPlayer.SetAnimation(currentWeapon.FireAnimationState);
}
}
}
}
// ----------------------------------
}
private void ProcessMovement(float delta)
{
_dir.y = 0;
_dir = _dir.Normalized();
_vel.y += delta * Gravity;
Vector3 hvel = _vel;
hvel.y = 0;
Vector3 target = _dir;
if (_isSprinting)
target *= MaxSprintSpeed;
else
target *= MaxSpeed;
float accel;
if (_dir.Dot(hvel) > 0)
if (_isSprinting)
accel = SprintAccel;
else
accel = Accel;
else
accel = Deaccel;
hvel = hvel.LinearInterpolate(target, accel * delta);
_vel.x = hvel.x;
_vel.z = hvel.z;
_vel = MoveAndSlide(_vel, new Vector3(0, 1, 0), false, 4, Mathf.Deg2Rad(MaxSlopeAngle));
}
public void ProcessChangingWeapons(float delta)
{
if (changingWeapon == true)
{
bool weaponUnequipped = false;
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon == null)
{
weaponUnequipped = true;
}
else
{
if (currentWeapon.WeaponEnabled == true)
{
weaponUnequipped = currentWeapon.UnequipWeapon();
}
else
{
weaponUnequipped = true;
}
}
if (weaponUnequipped == true)
{
bool weaponEquipped = false;
Weapon weaponToEquip = weapons[changingWeaponName];
if (weaponToEquip == null)
{
weaponEquipped = true;
}
else
{
if (weaponToEquip.WeaponEnabled == false)
{ weaponEquipped = weaponToEquip.EquipWeapon(); }
else
{ weaponEquipped = true; }
}
if (weaponEquipped == true)
{
changingWeapon = false;
currentWeaponName = changingWeaponName;
changingWeaponName = "";
}
}
}
}
public void FireBullet()
{
if (changingWeapon)
{
}
else
{
weapons[currentWeaponName].FireWeapon();
}
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventMouseMotion && Input.GetMouseMode() == Input.MouseMode.Captured)
{
InputEventMouseMotion mouseEvent = @event as InputEventMouseMotion;
_rotationHelper.RotateX(Mathf.Deg2Rad(mouseEvent.Relative.y * MouseSensitivity));
RotateY(Mathf.Deg2Rad(-mouseEvent.Relative.x * MouseSensitivity));
Vector3 cameraRot = _rotationHelper.RotationDegrees;
cameraRot.x = Mathf.Clamp(cameraRot.x, -70, 70);
_rotationHelper.RotationDegrees = cameraRot;
}
}
public void BulletHit(float damage, Transform globalTransform)
{
throw new NotImplementedException();
}
}