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GDScript

extends Node3D
class_name Move
@export var after_image_speed_curve: Curve
var after_image_speed_max: float = 10
@onready var character: Character = (get_owner() as Character)
@onready var status: Status = (%Status as Status)
@onready var buff: Buff = (%Buff as Buff)
@onready var effect: Effect = (%Effect as Effect)
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var velocity_cache: Vector3
func _process(delta) -> void:
if Global.is_level_loading: return
if status.is_pause: return
if status.is_be_throw: return
var is_hit_floor: bool = update_on_floor(delta)
update_move(delta)
update_speed_y(delta)
character.move_and_slide()
status.velocity_change = character.velocity.abs() - velocity_cache
velocity_cache = character.velocity.abs()
if character.velocity:
SignalManager.character_pos_changed.emit(character.id(), character.pos())
SignalManager.character_ui_pos_changed.emit(character.id(), character.ui_pos())
SignalManager.character_status_changed.emit(status.id, "pos2d", character.pos2D())
if is_hit_floor:
SignalManager.character_hit_floor.emit(character.id(), character.pos())
update_deformation(delta)
update_move_effect(delta)
return
func update_on_floor(delta) -> bool:
var is_on_floor: bool = character.is_on_floor()
var is_hit: bool = 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
func update_speed_y(delta) -> void:
if status.is_speed_y_freeze:
character.velocity.y = 0
return
var has_y_speed: bool = (status.skill_float_speed != 0) or (status.hit_up_speed != 0)
if has_y_speed:
character.velocity.y = status.skill_float_speed + status.hit_up_speed
else:
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(delta):
var move_velocity: Vector2 = status.move_dir.normalized() * (status.cfg.move.speed * (1 + status.speed_up_rate))
var skill_velocity: Vector2 = status.skill_dir * status.skill_move_speed if not status.skill_move_stop else Vector2.ZERO
var hit_back_velocity: Vector2 = status.hit_back_dir * status.hit_back_speed
move_velocity += skill_velocity + hit_back_velocity
status.speed_dir = Vector2(move_velocity.x, move_velocity.y)
if skill_velocity.length() >0:
move_velocity *= (1-status.speed_down_push_rate)
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)
character.velocity.x = move_velocity.x
character.velocity.z = move_velocity.y
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: float = status.velocity_change.x
var velocity_change_y: float = status.velocity_change.y + status.velocity_change.z
var dir_x: int = 1 if (velocity_change_x > 1) or (velocity_change_y < -1) else 0
var dir_y: int = 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 update_move_effect(delta):
var speed: float = character.velocity.length()
var speed_rate: float = clamp(speed / after_image_speed_max, 0, 1)
var after_image_alpha: float = clamp(after_image_speed_curve.sample(speed_rate), 0, 1)
if after_image_alpha > 0:
effect.cast_after_image(after_image_alpha)
func jump():
character.velocity.y = status.cfg.move.jump_velocity
status.is_jumped = true
status.trigger_jump = true
buff.add_buff("jumping", 0.1)
func stop():
character.velocity = Vector3.ZERO