WIP: Unknown changes
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godot/assets/textures/kenny_prototype/Dark/texture_02.png.import
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godot/assets/textures/kenny_prototype/Dark/texture_02.png.import
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@ -26,7 +26,7 @@ ServerInstance="*res://src/server/server.tscn"
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[display]
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window/size/mode=3
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window/size/mode=4
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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@ -90,6 +90,6 @@ previous_camera={
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[physics]
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3d/physics_engine="JoltPhysics3D"
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3d/default_gravity=15.0
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3d/default_gravity=20.0
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2d/default_gravity=1200.0
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common/physics_interpolation=true
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@ -3,12 +3,15 @@ class_name CameraMount extends Node3D
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@export var camera_name: String
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@export var input_camera: bool = true
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@onready var camera: Camera3D = $Camera3D
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var prev_rotation: Vector3
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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if camera_name == null:
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camera_name = str(name)
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ClientConnectorInstance.register_camera(camera_name, input_camera, camera)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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prev_rotation = global_rotation
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global_rotation = lerp(prev_rotation, Vector3(prev_rotation.x, prev_rotation.y, 0), 0.5)
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pass
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@ -1,19 +1,26 @@
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[gd_scene load_steps=4 format=3 uid="uid://w85pakfqbksh"]
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[gd_scene load_steps=7 format=3 uid="uid://w85pakfqbksh"]
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[ext_resource type="Texture2D" uid="uid://bv4un06wgrpxw" path="res://assets/textures/kenny_prototype/Dark/texture_05.png" id="1_ntrfg"]
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[ext_resource type="PackedScene" uid="uid://b2ogo643mvror" path="res://src/scenes/player/player.tscn" id="2_hem5n"]
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[ext_resource type="Texture2D" uid="uid://ygj7nmxbkb5u" path="res://assets/textures/kenny_prototype/Dark/texture_01.png" id="2_o7dmo"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_506q6"]
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albedo_texture = ExtResource("1_ntrfg")
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_o7dmo"]
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sky_top_color = Color(0.923722, 0.926536, 0.967073, 1)
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sky_horizon_color = Color(0.745584, 0.649721, 0.316274, 1)
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[sub_resource type="Sky" id="Sky_3k31k"]
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sky_material = SubResource("ProceduralSkyMaterial_o7dmo")
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process_mode = 1
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[sub_resource type="Environment" id="Environment_35pe8"]
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background_mode = 2
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sky = SubResource("Sky_3k31k")
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_3k31k"]
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albedo_texture = ExtResource("2_o7dmo")
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uv1_scale = Vector3(5, 5, 5)
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[node name="GymMap" type="Node3D"]
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[node name="Floor" type="CSGBox3D" parent="."]
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transform = Transform3D(0.699002, 0, -0.71512, 0, 1, 0, 0.71512, 0, 0.699002, 0, -0.5, 0)
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material_override = SubResource("StandardMaterial3D_506q6")
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use_collision = true
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size = Vector3(100, 1, 100)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.0224081, 0.999749, 0, -0.999749, 0.0224081, 0, 24.4279, 0)
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@ -24,3 +31,11 @@ transform = Transform3D(1, 0, 0, 0, 0.0224081, 0.999749, 0, -0.999749, 0.0224081
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[node name="CSGBox3D" type="CSGBox3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 2.31299, 0, 0, 0, 2.66876, 0, 1.15303, -3.26361)
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use_collision = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_35pe8")
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[node name="Floor" type="CSGBox3D" parent="."]
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use_collision = true
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size = Vector3(100, 0.5, 100)
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material = SubResource("StandardMaterial3D_3k31k")
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@ -1,34 +1,4 @@
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extends Node3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var camera_sens: float = 0.002
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@onready var player_camera: Node3D = $VisualsController/Camera/CameraMount
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@onready var marker = $LookDirection
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@onready var eye_marker: Marker3D = $EyeMarker
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@onready var movement_contrller: Node3D = $MovementController
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@onready var v_rotation: Node3D = $MovementController/VRotation
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@onready var visual_controller: Node3D = $VisualsController
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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var look_dir = event.relative * 1
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movement_contrller.rotation.y -= look_dir.x * camera_sens * 1.0
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v_rotation.rotation.x = clamp(
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v_rotation.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5
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)
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if Input.is_action_pressed("shoot"):
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$VisualsController/Model/Armature/Skeleton3D/ShootingModifier.shooting = true
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else:
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$VisualsController/Model/Armature/Skeleton3D/ShootingModifier.shooting = false
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func _physics_process(delta: float) -> void:
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visual_controller.global_rotation.y = lerp_angle(visual_controller.global_rotation.y, movement_contrller.global_rotation.y, 0.2)
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pass
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func _ready() -> void:
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$VisualsController/Model/Armature/Skeleton3D/SkeletonIK3D.start()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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File diff suppressed because one or more lines are too long
@ -1,32 +1,37 @@
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extends CharacterBody3D
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@onready var animation_player = $"../VisualsController/Model/AnimationPlayer"
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const SPEED = 8.0
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const JUMP_VELOCITY = 7
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var camera_sens: float = 0.005
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@onready var h_rotation: Node3D = $"H-Rotation"
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var camera_sens: float = 0.002
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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var look_dir = event.relative * 1
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rotation.y -= look_dir.x * camera_sens * 1.0
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h_rotation.rotation.x = clamp(
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h_rotation.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5
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)
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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animation_player.play("Walk-aim")
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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animation_player.pause()
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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