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3.1 KiB
GDScript

2 years ago
extends Node3D
class_name Move
@onready var character = (get_owner() as Character)
@onready var status = (%Status as Status)
@onready var buff = (%Buff as Buff)
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var velocity_cache : Vector3
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func _process(delta):
if Global.is_level_loading_contorl:return
if status.is_pause:return
var is_hit_floor = update_on_floor(delta)
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update_move(delta)
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update_speed_y(delta)
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character.move_and_slide()
status.velocity_change = character.velocity.abs() - velocity_cache
velocity_cache = character.velocity.abs()
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if character.velocity:
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SignalManager.character_pos_changed.emit(character.id(),character.pos())
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SignalManager.character_ui_pos_changed.emit(character.id(),character.ui_pos())
SignalManager.character_status_changed.emit(status.id,"pos2d",character.pos2D())
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if is_hit_floor:
SignalManager.character_hit_floor.emit(character.id(),character.pos())
update_deformation(delta)
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func update_on_floor(delta) -> bool:
var is_on_floor = character.is_on_floor()
var is_hit = not status.is_on_floor and is_on_floor
status.is_on_floor = is_on_floor
if status.is_on_floor and not status.is_jumping:
status.is_jumped = false
return is_hit
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func update_speed_y(delta):
var has_y_speed = status.skill_float_speed != 0 or status.hit_up_speed != 0
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var is_on_stair = character.is_on_stair()
if has_y_speed:
character.velocity.y = status.skill_float_speed + status.hit_up_speed
else:
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if is_on_stair:
character.velocity.y = status.cfg.move.speed * 0.75
else:
if not status.is_on_floor:
character.velocity.y -= gravity * delta * status.cfg.move.gravity_scale
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status.speed_y = character.velocity.y
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func update_move(delta):
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var move_velocity = status.move_dir.normalized() * (status.cfg.move.speed * (1 + status.speed_up_rate))
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var skill_velocity = status.skill_dir * status.skill_move_speed
var hit_back_velocity = status.hit_back_dir * status.hit_back_speed
move_velocity += skill_velocity + hit_back_velocity
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if move_velocity.length() == 0:
move_velocity = Vector2(character.velocity.x,character.velocity.z);
if status.is_on_floor:
move_velocity = Util.vector_reduce(move_velocity,Setting.drag_ground*delta)
else:
move_velocity = Util.vector_reduce(move_velocity,Setting.drag_air*delta)
else:
move_velocity.x = move_velocity.x
move_velocity.y = move_velocity.y
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character.velocity.x = move_velocity.x
character.velocity.z = move_velocity.y
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status.speed_xz = Vector2(character.velocity.x,character.velocity.z).length()
if status.is_free_turn and status.move_dir.x != 0:
status.is_right = status.move_dir.x > 0
func update_deformation(delta):
var velocity_change_x = status.velocity_change.x
var velocity_change_y = status.velocity_change.y + status.velocity_change.z
var dir_x = 1 if velocity_change_x > 1 or velocity_change_y < -1 else 0
var dir_y = 1 if velocity_change_y > 1 or velocity_change_x < -1 else 0
if dir_x or dir_y:
status.deformation_dir=Vector2(dir_x,dir_y)
character.add_buff("deformation",0.2)
func jump():
character.velocity.y = status.cfg.move.jump_velocity
status.is_jumped = true
status.trigger_jump = true
buff.add_buff("jumping",0.1)