This commit is contained in:
Segey Lapin
2021-12-24 23:56:10 +03:00
parent d401cf1090
commit f62e7fa720
113 changed files with 198252 additions and 412103 deletions

View File

@@ -1,4 +1,4 @@
extends Node
extends AIScriptModule
# Declare member variables here. Examples:
@@ -10,18 +10,20 @@ extends Node
var cam
var fps_cam
var motion = Vector2()
func _ready():
var root = get_parent()
process_priority = 200
func init():
var root = get_character()
assert(root.has_meta("skeleton"))
var attack = false
var equipped = false
func update(delta):
if Input.is_action_pressed("attack"):
attack = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _physics_process(delta):
func update_physics(delta):
var orientation: Transform
var root = get_parent()
var root = get_character()
if !root.has_meta("cam"):
return
cam = root.get_meta("cam")
@@ -47,7 +49,7 @@ func _physics_process(delta):
# if root.has_meta("group_behavior"):
# if motion_target.y < 0:
# behavior.destroy_group_behavior(root.get_meta("group_behavior"))
if !root.has_meta("vehicle") && !root.has_meta("cmdqueue") && !root.has_meta("group_behavior"):
if !root.has_meta("vehicle") && !root.has_meta("cmdqueue") && !root.has_meta("group_behavior") && !root.has_meta("orchestrated"):
if Input.is_action_just_pressed("activate"):
markers.activate_marker()
if Input.is_action_pressed("run"):
@@ -75,37 +77,48 @@ func _physics_process(delta):
cmdq.push_back(["climb", "1"])
root.set_meta("cmdqueue", cmdq)
animtree["parameters/state/playback"].travel("locomotion")
var strafing = 0
var linear = 0
if fps_cam.current:
strafing = motion.x
linear = motion.y
if attack:
if !equipped:
var skel = root.get_meta("skeleton")
var wslot = skel.get_node("wrist_r/weapon_right")
wslot.set_meta("owner", root)
inventory.equip(wslot, "s_dagger")
equipped = true
animtree["parameters/state/playback"].travel("attack-melee1")
attack = false
else:
strafing = 0
linear = motion.length()
if running:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 3.0, strafing * 2.0)
else:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 0.5, strafing)
animtree["parameters/state/playback"].travel("locomotion")
var strafing = 0
var linear = 0
if fps_cam.current:
strafing = motion.x
linear = motion.y
else:
strafing = 0
linear = motion.length()
if running:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 3.0, strafing * 2.0)
else:
animtree["parameters/state/locomotion/loc/blend_position"] = Vector2(linear * 0.5, strafing)
elif root.has_meta("vehicle"):
if Input.is_action_just_pressed("activate"):
markers.activate_marker()
var vehicle: VehicleBody = root.get_meta("vehicle")
var driver = vehicle.get_meta("driver")
if driver == root:
if vehicle.parked:
vehicle.parked = false
vehicle.mode = vehicle.MODE_RIGID
if abs(xmotion.y) < 0.001:
vehicle.brake = 1000
vehicle.steering = -xmotion.x * 0.7
else:
vehicle.brake = 0
if vehicle.linear_velocity.length() < 16.6:
vehicle.engine_force = 4000 * xmotion.y
if vehicle.has_meta("driver"):
var driver = vehicle.get_meta("driver")
if driver == root:
if vehicle.parked:
vehicle.parked = false
vehicle.mode = vehicle.MODE_RIGID
if abs(xmotion.y) < 0.001:
vehicle.brake = 1000
vehicle.steering = -xmotion.x * 0.7
else:
vehicle.engine_force = 500 * xmotion.y
var accel = vehicle.angular_velocity * 350.0 * delta
vehicle.steering = -xmotion.x * 0.7
vehicle.brake = 0
if vehicle.linear_velocity.length() < 16.6:
vehicle.engine_force = 4000 * xmotion.y
else:
vehicle.engine_force = 500 * xmotion.y
var accel = vehicle.angular_velocity * 350.0 * delta
vehicle.steering = -xmotion.x * 0.7