extends CharacterBody3D
class_name Player
-##########
-# settings
-##########
@export_group("Movement")
-@export var walk_speed := 8.0
+@export var walk_speed := 10.0
@export var dash_length := 10.0
-@export var air_speed := 3.0
-@export var acceleration := 30.0
+@export var acceleration := 20.0
@export var rotation_speed := 10.0
@export var idle_timeout := 5.0
-######
-# init
-######
-@onready var _input: InputHandler = %Input
-@onready var _camera: Camera3D = %camera
-@onready var _skin: AnimatedSkin = %skin
+var idle_time := 0.00
+var last_movement_direction := rotation
+var floor_normal := Vector3.ZERO
+var ground_slope_input := 0.0
+var state := ""
-var _last_movement_direction: Vector3 = rotation
-var _floor_normal := Vector3.ONE
-var _ground_slope_input := 0.0
-var _idle_time: float = 0.0
-var _player_speed: float = walk_speed
+@onready var input: InputHandler = $Input
+@onready var model: PlayerModel = $Model
+@onready var skin: SkeletonSkin3D = $Visual
+@onready var cameraHandler: PlayerCameraHandler = $CameraHandler
-##########
-# movement
-##########
+func _ready() -> void:
+ skin.assign_skeleton(model.skeleton)
-func _physics_process(delta: float) -> void:
- var input_pkt := _input.get_player_input()
- velocity = _get_velocity_by_input(input_pkt, delta)
- move_and_slide()
-
-
-# Get the XZ input direction based on player's input relative to the camera
-func _get_player_move_direction(input_dir: Vector2) -> Vector3:
- var forward := _camera.global_basis.z
- var right := _camera.global_basis.x
- var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
- move_direction.y = 0
- return move_direction
-
-func _get_velocity_by_input(input_pkt: InputPacket, delta: float) -> Vector3:
- var new_velocity: Vector3 = velocity
+func _physics_process(delta: float) -> void:
+ var input_pkt := input.get_player_input()
+ cameraHandler.update(input_pkt, delta)
- if is_on_floor():
- var move_dir := _get_player_move_direction(input_pkt.movement_direction)
-
- # if we're not stuck, then it's okay to set the velocity
- _floor_normal = get_floor_normal()
- _ground_slope_input = (PI / 2) - new_velocity.angle_to(_floor_normal)
- new_velocity = new_velocity.move_toward(
- move_dir * (_player_speed + _ground_slope_input * _player_speed),
- acceleration * delta
- )
- else:
- new_velocity += get_gravity() * air_speed * delta
-
- return new_velocity
-
-#########
-# actions
-#########
-
-func _player_dash():
- if _last_movement_direction != Vector3.ZERO:
- var dash_local_pos = _last_movement_direction * dash_length
- # TODO: check if valid position, crop the vector to last valid position
- global_position += dash_local_pos
+ input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera(
+ input_pkt.player_movement_direction
+ )
+ model.update(input_pkt, delta)
+
+ # TODO: this is bad!!
+ model.skeleton.global_transform = skin.global_transform