104 lines
3.2 KiB
GDScript3
104 lines
3.2 KiB
GDScript3
extends KinematicBody
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var orientation: Transform
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var velocity: Vector3 = Vector3()
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var skel: Skeleton
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var anim_tree: AnimationTree
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var aplay: AnimationPlayer
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const GRAVITY = Vector3(0, -9.8, 0)
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var ball_carry: Node
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var item_right_hand: Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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orientation = Transform()
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skel = get_children()[0].get_children()[0]
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var queue = [self]
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while queue.size() > 0:
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var item = queue[0]
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queue.pop_front()
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if item is Skeleton:
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skel = item
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if item is AnimationTree:
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anim_tree = item
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if item is AnimationPlayer:
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aplay = item
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if skel != null && anim_tree != null && aplay != null:
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break
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for c in item.get_children():
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queue.push_back(c)
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for v in aplay.get_animation_list():
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if v.ends_with("loop"):
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var anim = aplay.get_animation(v)
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anim.loop = true
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add_to_group("characters")
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add_to_group("activatable")
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ball_carry = get_children()[0].get_children()[0].get_node("item_carry/ball_carry")
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func get_act():
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return "Talk"
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func idle():
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var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
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sm.travel("Idle")
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func walk():
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var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
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sm.travel("Walk")
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func set_walk_speed(spd: float):
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anim_tree["parameters/base/Walk/speed/scale"] = spd
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func get_walk_speed() -> float:
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return anim_tree["parameters/base/Walk/speed/scale"]
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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var _path: Array
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func walkto(target: Vector3, spd: float = 1.4):
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var cur = world.nav.get_closest_point(global_transform.origin)
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target = world.nav.get_closest_point(target)
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var path: PoolVector3Array = world.nav.get_simple_path(cur, target)
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_path = Array(path)
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set_walk_speed(spd)
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walk()
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func take_object(obj):
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if obj.is_in_group("items"):
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obj.taken(self)
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func _physics_process(delta):
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orientation = global_transform
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orientation.origin = Vector3()
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var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
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var rm = anim_tree.get_root_motion_transform()
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orientation *= rm
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var h_velocity = orientation.origin / delta
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velocity.x = h_velocity.x
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velocity.z = h_velocity.z
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if !is_on_floor():
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velocity += GRAVITY * delta
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velocity = move_and_slide(velocity, Vector3(0, 1, 0))
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if is_in_group("master"):
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orientation *= controls.frame_tf
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controls.frame_tf = Transform()
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if _path && _path.size() > 0:
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while _path.size() > 0 && _path[0].distance_to(global_transform.origin) < 0.5:
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_path.pop_front()
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if _path.size() > 0:
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var next: Vector3 = _path[0]
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var direction: Vector3 = (next - global_transform.origin).normalized()
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var actual_direction: Vector3 = -global_transform.basis[2]
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var angle: float = Vector2(actual_direction.x, actual_direction.z).angle_to(Vector2(direction.x, direction.z))
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var tf_turn = Transform(Quat(Vector3(0, 1, 0), -angle * min(delta * 2.0, 1.0)))
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orientation *= tf_turn
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if !_path || _path.size() == 0:
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idle()
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orientation.origin = Vector3()
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orientation = orientation.orthonormalized()
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global_transform.basis = orientation.basis
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skel.rotation = Vector3()
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