système de sauvegarde, scène 3D de test sur la base astra et passage en forward+
This commit is contained in:
70
entities/player_3d/scripts/player_3d.gd
Normal file
70
entities/player_3d/scripts/player_3d.gd
Normal file
@@ -0,0 +1,70 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const POINTER_TEXTURE = preload("res://common/icons/focus.svg")
|
||||
const POINTER_ACTION_TEXTURE = preload("res://common/icons/hand-stop.svg")
|
||||
|
||||
@export var pointer_texture_rect : TextureRect
|
||||
|
||||
const SPEED = 4.0
|
||||
const MOUSE_SENSIVITY = 0.002
|
||||
const RAY_LENGTH = 10.
|
||||
|
||||
var cockpit_action_hovered : CockpitAction = null
|
||||
var query_mouse := false
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
rotate_y(-event.relative.x * MOUSE_SENSIVITY)
|
||||
%Camera3D.rotate_x(-event.relative.y * MOUSE_SENSIVITY)
|
||||
%Camera3D.rotation.x = clampf($Camera3D.rotation.x, -deg_to_rad(70), deg_to_rad(70))
|
||||
query_mouse = true
|
||||
if event.is_action_pressed("action") and cockpit_action_hovered and cockpit_action_hovered:
|
||||
cockpit_action_hovered.click()
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
if query_mouse:
|
||||
update_mouse_hovered_cockpit_actions()
|
||||
%PointerTexture.texture = (
|
||||
POINTER_ACTION_TEXTURE if cockpit_action_hovered != null
|
||||
else POINTER_TEXTURE
|
||||
)
|
||||
query_mouse = false
|
||||
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
if direction:
|
||||
velocity.x = direction.x * SPEED
|
||||
velocity.z = direction.z * SPEED
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
velocity.z = move_toward(velocity.z, 0, SPEED)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func update_mouse_hovered_cockpit_actions() -> void:
|
||||
|
||||
var space_state = get_world_3d().direct_space_state
|
||||
var middle_screen = get_viewport().get_visible_rect().size / 2
|
||||
var from = %Camera3D.project_ray_origin(middle_screen)
|
||||
var to = from + %Camera3D.project_ray_normal(middle_screen) * RAY_LENGTH
|
||||
|
||||
var query = PhysicsRayQueryParameters3D.create(from, to)
|
||||
query.collide_with_areas = true
|
||||
var result = space_state.intersect_ray(query)
|
||||
|
||||
if result and result.collider and result.collider is CockpitAction and result.collider.pickable:
|
||||
if cockpit_action_hovered and cockpit_action_hovered != result.collider:
|
||||
cockpit_action_hovered._on_mouse_exited()
|
||||
cockpit_action_hovered = result.collider
|
||||
cockpit_action_hovered._on_mouse_entered()
|
||||
else :
|
||||
if cockpit_action_hovered:
|
||||
cockpit_action_hovered._on_mouse_exited()
|
||||
cockpit_action_hovered = null
|
||||
1
entities/player_3d/scripts/player_3d.gd.uid
Normal file
1
entities/player_3d/scripts/player_3d.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3rrym6yv7xyp
|
||||
Reference in New Issue
Block a user