88 lines
2.6 KiB
GDScript
88 lines
2.6 KiB
GDScript
extends CharacterBody3D
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@export var camera : Camera3D
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@export var mouse_sensitivity : float = 0.003 # TODO: this is sketchy check that its framerate independant pls
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@export var raycast : RayCast3D
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@export var held_object : Node3D
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@export var has_object : bool = false
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@export var hand : Node3D
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signal object_clicked(object : Node3D)
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= 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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#free the mouse for debugging
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if Input.is_action_just_pressed("esc"):
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if (Input.mouse_mode == Input.MOUSE_MODE_CAPTURED):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# interact with stuff
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if Input.is_action_just_pressed("drop"):
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drop()
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# interact with stuff
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if Input.is_action_just_pressed("interact"):
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if "name" in raycast.get_collider():
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if "command_name" in raycast.get_collider():
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print(raycast.get_collider().command_name)
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#hand.add_child(held_object)
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if(!has_object):
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held_object = raycast.get_collider()
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held_object.reparent(hand)
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held_object.position = Vector3(0,0,0)
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held_object.freeze = true
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has_object = true
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else:
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print(raycast.get_collider().name)
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object_clicked.emit(raycast.get_collider())
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else:
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print("womp womp")
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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("mov_left", "mov_right", "mov_up", "mov_down")
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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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func _input(event):
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# camera control
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clampf(camera.rotation.x, -deg_to_rad(70), deg_to_rad(70))
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func drop():
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if has_object:
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held_object.reparent(get_tree().get_root())
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held_object.freeze = false
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has_object = false
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