Files
kicking-high/proto2/characters/character.gd
2019-08-19 04:14:12 +03:00

211 lines
6.6 KiB
GDScript3

extends KinematicBody
var orientation: Transform
var velocity: Vector3 = Vector3()
var skel: Skeleton
var anim_tree: AnimationTree
var aplay: AnimationPlayer
const GRAVITY = Vector3(0, -9.8, 0)
var ball_carry: Node
var item_right_hand: Node
var head_node: Node
enum {RAYCAST_WAIT, RAYCAST_FRONT, RAYCAST_LEFT, RAYCAST_RIGHT, RAYCAST_END}
var _raycast_state = RAYCAST_WAIT
# 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].get_children()[0]
var queue = [self]
while queue.size() > 0:
var item = queue[0]
queue.pop_front()
if item is Skeleton:
skel = item
if item is AnimationTree:
anim_tree = item
if item is AnimationPlayer:
aplay = item
if skel != null && anim_tree != null && aplay != null:
break
for c in item.get_children():
queue.push_back(c)
for v in aplay.get_animation_list():
if v.ends_with("loop"):
var anim = aplay.get_animation(v)
anim.loop = true
add_to_group("characters")
add_to_group("activatable")
ball_carry = get_children()[0].get_children()[0].get_node("item_carry/ball_carry")
head_node = BoneAttachment.new()
skel.add_child(head_node)
head_node.bone_name = "head"
func get_act():
return "Talk"
func idle():
var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
sm.travel("Idle")
func walk():
var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
sm.travel("Walk")
func set_walk_speed(spd: float):
anim_tree["parameters/base/Walk/speed/scale"] = spd
func get_walk_speed() -> float:
return anim_tree["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 take_object(obj):
if obj.is_in_group("items"):
print("taking item ", obj.name)
obj.taken(self)
print("done taking item ", obj.name)
func drop_object(obj):
if obj.is_in_group("items"):
print("dropping item ", obj.name)
obj.dropped(self)
print("done dropping item ", obj.name)
func distance(obj1, obj2) -> float:
var p1: Vector3 = obj1.global_transform.origin
var p2: Vector3 = obj2.global_transform.origin
return p1.distance_squared_to(p2)
func alignment(obj):
var v: Vector3 = Vector3()
var neighbor_count: int = 0
for ch in get_tree().get_nodes_in_group("characters"):
if ch == obj:
continue
if distance(obj, ch) < 1.5:
v += ch.velocity
neighbor_count += 1
if neighbor_count == 0:
return v
v.x /= float(neighbor_count)
v.z /= float(neighbor_count)
v.y = 0
return v.normalized()
func separation(obj):
var v: Vector3 = Vector3()
var neighbor_count: int = 0
for ch in get_tree().get_nodes_in_group("characters"):
if ch == obj:
continue
if distance(obj, ch) < 0.5:
v += obj.global_transform.origin - ch.global_transform.origin
neighbor_count += 1
if neighbor_count == 0:
return v
v.x /= float(neighbor_count)
v.z /= float(neighbor_count)
v.y = 0
return v.normalized()
var raycast_delay = 0.1
var raycasts : = {
"front": {},
"left": {},
"right": {}
}
func is_overshooting():
if _path.size() < 2:
return false
var p = _path[0]
var facing = -global_transform.basis[2]
var dir = (_path[0] - global_transform.origin).normalized()
if facing.dot(dir) <= 0:
return true
return false
func _physics_process(delta):
var space := get_world().direct_space_state
var ray_origin : = global_transform.origin + Vector3(0.0, 0.5, 1.0)
match(_raycast_state):
RAYCAST_WAIT:
raycast_delay -= delta
if raycast_delay <= 0:
_raycast_state = RAYCAST_FRONT
RAYCAST_FRONT:
raycasts.front = space.intersect_ray(ray_origin, ray_origin - global_transform.basis[2] * 0.5, [self], 512 | 1, true, false)
_raycast_state = RAYCAST_LEFT
RAYCAST_LEFT:
raycasts.left = space.intersect_ray(ray_origin, ray_origin - global_transform.basis[0] * 0.5, [self], 512 | 1, true, false)
_raycast_state = RAYCAST_RIGHT
RAYCAST_RIGHT:
raycasts.left = space.intersect_ray(ray_origin, ray_origin + global_transform.basis[0] * 0.5, [self], 512 | 1, true, false)
_raycast_state = RAYCAST_END
RAYCAST_END:
_raycast_state = RAYCAST_WAIT
raycast_delay = 0.1
var correction_dir : = Vector3()
orientation = global_transform
orientation.origin = Vector3()
var sm: AnimationNodeStateMachinePlayback = anim_tree["parameters/base/playback"]
var rm = anim_tree.get_root_motion_transform()
orientation *= rm
var update_velocity: Vector3 = Vector3()
if !is_in_group("master"):
update_velocity = (alignment(self) + separation(self) + correction_dir.normalized()).normalized() * 3.0
else:
update_velocity = separation(self) * 0.5 * 0.8
var h_velocity = orientation.origin / delta
h_velocity.linear_interpolate(update_velocity, 0.5)
velocity.x = h_velocity.x
velocity.z = h_velocity.z
if raycasts.front.has("normal") && velocity.length_squared() > 0:
var nx = global_transform.xform_inv(raycasts.front.normal)
if nx.x > 0:
correction_dir += global_transform.xform(Vector3(1, 0, 0))
elif nx.x < 0:
correction_dir += global_transform.xform(Vector3(-1, 0, 0))
else:
correction_dir += global_transform.xform(Vector3(0, 0, 1))
if raycasts.left.has("normal"):
correction_dir += global_transform.xform(Vector3(1, 0, 0))
if raycasts.right.has("normal"):
correction_dir += global_transform.xform(Vector3(-1, 0, 0))
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) || is_overshooting():
_path.pop_front()
if _path.size() > 0:
var next: Vector3 = _path[0]
var direction: Vector3 = ((next - global_transform.origin).normalized() * 0.5 + update_velocity.normalized() * 0.5).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 * min(delta * 2.0, 1.0)))
orientation *= tf_turn
if !_path || _path.size() == 0:
idle()
orientation.origin = Vector3()
orientation = orientation.orthonormalized()
global_transform.basis = orientation.basis
skel.rotation = Vector3()