rj-action-library/Runtime/Interactions/CharacterController/CharacterMovement.cs

130 lines
3.1 KiB
C#

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