2024-12-01 17:07:41 +00:00
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using Godot;
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using System.Collections;
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using System.Collections.Generic;
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using Godot.Collections;
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namespace Rokojori
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{
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[Tool]
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[GlobalClass]
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public partial class CharacterMovement:CharacterControllerAction
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{
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[Export]
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public float onFloorMultiply = 1f;
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[Export]
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public float inAirMultiply = 0.01f;
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[Export]
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public CameraTargetOffset cameraTargetOffset;
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[ExportGroup( "Direction Source" )]
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[Export]
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public Node3D directionSource;
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public enum DirectionProcessing
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{
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None,
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Zero_Y_And_Normalize,
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Project_On_TransformPlane
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}
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[ExportGroup("Movement")]
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[Export]
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public float moveSpeed;
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[Export]
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public CharacterMovementType controllerMovementType;
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[Export]
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public CharacterMovementType mouseKeyboardMovementType;
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[Export]
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public CharacterMovementType currentMovementType;
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[Export]
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public Smoothing onFloorMovementSmoothing = new FrameSmoothing();
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[Export]
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public Smoothing inAirMovementSmoothing = new FrameSmoothing();
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[ExportGroup( "Rotation" )]
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[Export]
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public bool adjustRotation = true;
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[Export]
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public Curve forwardToRotationSmoothingFrames = MathX.Curve( 0, 1 );
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[Export(PropertyHint.Range, "0,600")]
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public int airRotationSmoothingFrames = 120;
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FrameSmoothing rotationSmoothing = new FrameSmoothing();
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protected CharacterMovementData characterMovementData = new CharacterMovementData();
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protected override void _OnTrigger()
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{
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var onFloor = body.IsOnFloor();
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characterMovementData.Reset( this );
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if ( currentMovementType == null )
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{
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return;
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}
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currentMovementType.ProcessMovement( characterMovementData );
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if ( cameraTargetOffset != null )
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{
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cameraTargetOffset.SetMovingForward( characterMovementData.isMovingForward ? 1f : 0f );
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}
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var movementMultiply = onFloor ? onFloorMultiply : inAirMultiply;
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characterMovementData.movement *= movementMultiply;
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if ( adjustRotation )
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{
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var nextRotation = Math3D.LookRotation( characterMovementData.forwardDirection );
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var speed = MathX.Clamp01( characterMovementData.movement.Length() / moveSpeed );
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if ( speed > 0 )
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{
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Quaternion rotation;
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if ( onFloor )
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{
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rotationSmoothing.frames = Mathf.Round( forwardToRotationSmoothingFrames.Sample( speed ) );
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}
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else
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{
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rotationSmoothing.frames = airRotationSmoothingFrames;
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}
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rotation = rotationSmoothing.Smooth( nextRotation, controller.delta );
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body.SetGlobalQuaternion( rotation );
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}
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}
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var smoothedMovement = Vector3.Zero;
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if ( onFloor )
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{
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smoothedMovement = onFloorMovementSmoothing.Smooth( characterMovementData.movement, controller.delta );
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}
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else
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{
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smoothedMovement = inAirMovementSmoothing.Smooth( characterMovementData.movement, controller.delta );
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}
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Velocity( smoothedMovement, onFloor );
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}
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}
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}
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