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Player.cs
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using Godot;
using System;
using System.Collections.Generic;
//
// Summary:
// The Player. Nuff said.
public class Player : KinematicBody, HittableByBullets
{
const float MOUSE_SCROLL_WHEEL_SENSITIVITY = 0.08f;
const int MAX_HEALTH = 150;
[Export] public float Gravity = -24.8f;
[Export] public float MaxSpeed = 20;
[Export] public float JumpSpeed = 18;
[Export] public float Acceleration = 4.5f;
[Export] public float Deacceleration = 16;
[Export] public float MaxSlopeAngle = 40;
[Export] public float MouseSensitivity = 0.05f;
[Export] public float MaxSprintSpeed = 30;
[Export] public float SprintAccel = 30;
bool _isSprinting = false;
bool reloadingWeapon = false;
bool changingWeapon = false;
string currentWeaponName = "UNARMED";
string changingWeaponName = "UNARMED";
float mouseScrollValue = 0;
[Export] float health = 100;
Vector3 _velocity = new Vector3();
Vector3 _direction = new Vector3();
Camera _camera;
Spatial _rotationHelper;
SpotLight _flashlight;
PackedScene simpleAudioPlayer = GD.Load("res://Simple_Audio_Player.tscn") as PackedScene;
public AnimationLoader AnimationPlayer;
Dictionary<string, Weapon> weapons = new Dictionary<string, Weapon>() {
{ "UNARMED", null },
{ "KNIFE", null },
{ "PISTOL", null },
{ "RIFLE", null }
};
Dictionary<int, string> weaponNumberToName = new Dictionary<int, string>() {
{ 0, "UNARMED" },
{ 1, "KNIFE" },
{ 2, "PISTOL" },
{ 3, "RIFLE" }
};
Dictionary<string, int> weaponNameToNumber = new Dictionary<string, int>() {
{ "UNARMED", 0 },
{ "KNIFE", 1 },
{ "PISTOL", 2 },
{ "RIFLE", 3 }
};
Label UIStatusLabel;
/// <summary>Called when the player enters the game for the first time.</summary>
public override void _Ready()
{
_flashlight = GetNode<SpotLight>("Rotation_Helper/Flashlight");
_camera = GetNode<Camera>("Rotation_Helper/Camera");
AnimationPlayer = GetNode<AnimationLoader>("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<Label>("HUD/Panel/Gun_label");
Input.SetMouseMode(Input.MouseMode.Captured);
}
public override void _PhysicsProcess(float delta)
{
ProcessInput();
ProcessMovement(delta);
ProcessChangingWeapons();
ProcessReloading();
ProcessUI();
HealthDecay(delta);
}
void ProcessInput()
{
GetWalkInput();
GetJumpInput();
GetFlashlightToggleInput();
GetCaptureCursorToggleInput();
GetChangeWeaponInput();
GetFireWeaponInput();
GetReloadInput();
}
void GetWalkInput()
{
_direction = new Vector3();
Transform camXform = _camera.GlobalTransform;
Vector2 inputMovementVector = new Vector2();
inputMovementVector.y += Input.IsActionPressed("movement_forward") ? 1 : 0;
inputMovementVector.y -= Input.IsActionPressed("movement_backward") ? 1 : 0;
inputMovementVector.x -= Input.IsActionPressed("movement_left") ? 1 : 0;
inputMovementVector.x += Input.IsActionPressed("movement_right") ? 1 : 0;
inputMovementVector = inputMovementVector.Normalized();
_direction += -camXform.basis.z * inputMovementVector.y;
_direction += camXform.basis.x * inputMovementVector.x;
_isSprinting = Input.IsActionPressed("movement_sprint") ? true : false;
}
void GetJumpInput()
{
if (IsOnFloor()) {
if (Input.IsActionJustPressed("movement_jump"))
Jump();
}
}
void Jump()
{
_velocity.y = JumpSpeed;
}
void GetFlashlightToggleInput()
{
if ( Input.IsActionJustPressed("flashlight")) {
if (_flashlight.IsVisibleInTree())
_flashlight.Hide();
else
_flashlight.Show();
}
}
void GetCaptureCursorToggleInput()
{
if (Input.IsActionJustPressed("ui_cancel")) {
if (Input.GetMouseMode() == Input.MouseMode.Visible)
Input.SetMouseMode(Input.MouseMode.Captured);
else
Input.SetMouseMode(Input.MouseMode.Visible);
}
}
void GetChangeWeaponInput()
{
int weaponChangeNumber = weaponNameToNumber[currentWeaponName];
const int weaponSlots = 4;
for (var i = 0; i < weaponSlots; i++)
if (Input.IsActionPressed($"weapon_{i+1}")) weaponChangeNumber = i;
if (Input.IsActionJustPressed("shift_weapon_positive")) weaponChangeNumber++;
if (Input.IsActionJustPressed("shift_weapon_negative")) weaponChangeNumber--;
// weaponChangeNumber = Mathf.Clamp(weaponChangeNumber, 0, weaponNumberToName.Count - 1);
weaponChangeNumber = weaponChangeNumber < 0 ? weaponNumberToName.Count - 1 : (weaponChangeNumber > weaponNumberToName.Count - 1 ? 0 : weaponChangeNumber);
if (!changingWeapon && !reloadingWeapon)
{
if (weaponNumberToName[weaponChangeNumber] != currentWeaponName)
{
changingWeaponName = weaponNumberToName[weaponChangeNumber];
changingWeapon = true;
mouseScrollValue = weaponChangeNumber;
}
}
}
void GetFireWeaponInput()
{
if (Input.IsActionPressed("fire"))
{
if (reloadingWeapon == false)
{
if (changingWeapon == false)
{
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon != null && currentWeapon.AmmoInWeapon > 0)
{
if (AnimationPlayer.currentState == currentWeapon.IdleAnimationState)
{
AnimationPlayer.SetAnimation(currentWeapon.FireAnimationState);
}
}
}
}
}
}
void GetReloadInput() {
if (!reloadingWeapon && !changingWeapon)
{
if (Input.IsActionJustPressed("reload"))
{
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon != null && currentWeapon.Reloadable)
{
var currentAnimationState = AnimationPlayer.currentState;
bool isReloading = false;
foreach (KeyValuePair<string, Weapon> weapon in weapons)
{
var weaponNode = weapons[weapon.Key];
if (weaponNode != null)
{
if (currentAnimationState == weaponNode.ReloadAnimationState) {
isReloading = true;
}
}
}
if (isReloading == false)
{
reloadingWeapon = true;
}
}
}
}
}
void ProcessReloading()
{
if (reloadingWeapon == true)
{
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon != null)
currentWeapon.ReloadWeapon();
reloadingWeapon = false;
}
}
void ProcessMovement(float delta)
{
_direction.y = 0;
_direction = _direction.Normalized();
_velocity.y += delta * Gravity;
Vector3 hvelocity = _velocity;
Vector3 target = _direction;
target *= _isSprinting ? MaxSprintSpeed : MaxSpeed;
float acceleration;
if (_direction.Dot(hvelocity) > 0)
acceleration = _isSprinting ? SprintAccel : Acceleration;
else
acceleration = Deacceleration;
hvelocity = hvelocity.LinearInterpolate(target, acceleration * delta);
_velocity.x = hvelocity.x;
_velocity.z = hvelocity.z;
_velocity = MoveAndSlide(_velocity, new Vector3(0, 1, 0), false, 4, Mathf.Deg2Rad(MaxSlopeAngle));
}
void ProcessChangingWeapons()
{
if (changingWeapon)
{
bool weaponUnequipped = false;
Weapon currentWeapon = weapons[currentWeaponName];
if (currentWeapon == null)
{
weaponUnequipped = true;
}
else
{
if (currentWeapon.WeaponEnabled)
{
weaponUnequipped = currentWeapon.UnequipWeapon();
}
else
{
weaponUnequipped = true;
}
}
if (weaponUnequipped)
{
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)
{
changingWeapon = false;
currentWeaponName = changingWeaponName;
changingWeaponName = "";
}
}
}
}
void ProcessUI()
{
if (currentWeaponName == "UNARMED" || currentWeaponName == "KNIFE") {
UIStatusLabel.Text = $"HEALTH: {Mathf.Ceil(health)}";
}
else {
Weapon currentWeapon = weapons[currentWeaponName];
UIStatusLabel.Text = $"HEALTH: {Mathf.Ceil(health)} \nAMMO: {currentWeapon.AmmoInWeapon} / {currentWeapon.SpareAmmo}";
}
}
public void FireBullet() {
if (changingWeapon) {
}
else
{
weapons[currentWeaponName].FireWeapon();
}
}
public override void _Input(InputEvent @event)
{
if (Input.GetMouseMode() == Input.MouseMode.Captured){
if (@event is InputEventMouseMotion)
{
InputEventMouseMotion mouseMotionEvent = @event as InputEventMouseMotion;
_rotationHelper.RotateX(Mathf.Deg2Rad(mouseMotionEvent.Relative.y * MouseSensitivity));
RotateY(Mathf.Deg2Rad(-mouseMotionEvent.Relative.x * MouseSensitivity));
Vector3 cameraRotation = _rotationHelper.RotationDegrees;
cameraRotation.x = Mathf.Clamp(cameraRotation.x, -70, 70);
_rotationHelper.RotationDegrees = cameraRotation;
}
if (@event is InputEventMouseButton)
{
InputEventMouseButton mouseButtonEvent = @event as InputEventMouseButton;
if (mouseButtonEvent.ButtonIndex == (int)ButtonList.WheelUp)
mouseScrollValue += MOUSE_SCROLL_WHEEL_SENSITIVITY;
else if (mouseButtonEvent.ButtonIndex == (int)ButtonList.WheelDown)
mouseScrollValue -= MOUSE_SCROLL_WHEEL_SENSITIVITY;
mouseScrollValue = mouseScrollValue < 0 ? weaponNumberToName.Count - 1 : (mouseScrollValue > weaponNumberToName.Count - 1 ? 0 : mouseScrollValue);
if (!changingWeapon && !reloadingWeapon)
{
int roundMouseScrollValue = (int)Mathf.Round(mouseScrollValue);
if (weaponNumberToName[roundMouseScrollValue] != currentWeaponName)
{
changingWeaponName = weaponNumberToName[roundMouseScrollValue];
changingWeapon = true;
mouseScrollValue = roundMouseScrollValue;
}
}
}
}
}
public void BulletHit(float damage, Transform globalTransform)
{
throw new NotImplementedException();
}
public void CreateSound(AudioStreamSample soundName, Vector3 position)
{
SimpleAudioPlayer audioClone = simpleAudioPlayer.Instance() as SimpleAudioPlayer;
Node sceneRoot = GetTree().Root.GetChildren()[0] as Node;
sceneRoot.AddChild(audioClone);
audioClone.PlaySound(soundName, position);
}
public void AddHealth(int additionalHealth)
{
health += additionalHealth;
health = Mathf.Clamp(health, 0, MAX_HEALTH);
}
public void AddAmmo(float additionalAmmo)
{
weapons["PISTOL"].SpareAmmo += (int)(Pistol.AMMO_IN_MAG * additionalAmmo);
weapons["RIFLE"].SpareAmmo += (int)(Rifle.AMMO_IN_MAG * additionalAmmo);
}
public void HealthDecay(float rate)
{
health = health > 100 ? health - rate : health;
}
}