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GDScript

extends Node3D
class_name Move
@onready var character = (get_owner() as Character)
@onready var status = (%Status as Status)
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta):
update_on_floor(delta)
update_gravity(delta)
update_move()
character.move_and_slide()
func update_on_floor(delta):
status.is_on_floor = character.is_on_floor()
if status.is_on_floor:
if status.is_jumped_check_time > 0:
status.is_jumped_check_time -= delta
else:
status.is_jumped_check_time = 0
status.is_jumped = false
func update_gravity(delta):
if not status.is_on_floor:
character.velocity.y -= gravity * delta * status.cfg.move.gravity_scale
status.speed_y = character.velocity.y
func update_move():
var input_dir = status.move_dir
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var speed = status.cfg.move.speed
if direction:
character.velocity.x = direction.x * speed
character.velocity.z = direction.z * speed
else:
character.velocity.x = move_toward(character.velocity.x, 0, speed)
character.velocity.z = move_toward(character.velocity.z, 0, speed)
status.speed_xz = Vector2(character.velocity.x,character.velocity.z).length()
if status.is_free_turn and direction.x != 0:
status.is_right = direction.x > 0
func jump():
character.velocity.y = status.cfg.move.jump_velocity
status.is_jumped = true
status.is_jumped_check_time = Setting.is_jumped_check_time
status.trigger_jump = true