Files
kicking-high/proto2/characters/character.gd
2019-07-22 03:30:03 +03:00

76 lines
2.5 KiB
GDScript3

extends KinematicBody
var orientation: Transform
var velocity: Vector3 = Vector3()
var skel: Skeleton
const GRAVITY = Vector3(0, -9.8, 0)
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
orientation = Transform()
skel = get_children()[0]
add_to_group("characters")
add_to_group("activatable")
func get_act():
return "Talk"
func idle():
var sm: AnimationNodeStateMachinePlayback = $AnimationTree["parameters/base/playback"]
sm.travel("Idle")
func walk():
var sm: AnimationNodeStateMachinePlayback = $AnimationTree["parameters/base/playback"]
sm.travel("Walk")
func set_walk_speed(spd: float):
$AnimationTree["parameters/base/Walk/speed/scale"] = spd
func get_walk_speed() -> float:
return $AnimationTree["parameters/base/Walk/speed/scale"]
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
var _path: Array
func walkto(target: Vector3, spd: float = 1.4):
var cur = world.nav.get_closest_point(global_transform.origin)
target = world.nav.get_closest_point(target)
var path: PoolVector3Array = world.nav.get_simple_path(cur, target)
_path = Array(path)
set_walk_speed(spd)
walk()
func _process(delta):
orientation = global_transform
orientation.origin = Vector3()
var sm: AnimationNodeStateMachinePlayback = $AnimationTree["parameters/base/playback"]
var rm = $AnimationTree.get_root_motion_transform()
orientation *= rm
var h_velocity = orientation.origin / delta
velocity.x = h_velocity.x
velocity.z = h_velocity.z
if !is_on_floor():
velocity += GRAVITY * delta
velocity = move_and_slide(velocity, Vector3(0, 1, 0))
if is_in_group("master"):
orientation *= controls.frame_tf
controls.frame_tf = Transform()
if _path && _path.size() > 0:
while _path.size() > 0 && _path[0].distance_to(global_transform.origin) < 0.5:
_path.pop_front()
if _path.size() > 0:
var next: Vector3 = _path[0]
var direction: Vector3 = (next - global_transform.origin).normalized()
var actual_direction: Vector3 = -global_transform.basis[2]
var angle: float = Vector2(actual_direction.x, actual_direction.z).angle_to(Vector2(direction.x, direction.z))
var tf_turn = Transform(Quat(Vector3(0, 1, 0), -angle * delta))
orientation *= tf_turn
if !_path || _path.size() == 0:
idle()
orientation.origin = Vector3()
orientation = orientation.orthonormalized()
global_transform.basis = orientation.basis
skel.rotation = Vector3()