2 extends CharacterBody3D
9 @export_group("Movement")
10 @export var walk_speed := 5.0
11 @export var jog_speed := 10.0
12 @export var air_speed := 3.0
13 @export var acceleration := 30.0
14 @export var jump_speed := 6.0
15 @export var rotation_speed := 10.0
16 @export var fall_speed := 1.2
17 @export var idle_timeout := 5.0
18 @export var hard_landing_limit := 10.0
21 @export_group("Camera")
22 @export_range(1.0, 10.0) var camera_distance := 2.0
23 @export_range(0.0, 100.0) var camera_lockon_radius := 40.0
24 @export_enum("locked", "unlocked") var camera_mode: String
25 @export_range(0.0, 50.0) var lockon_sensitivity := 0.2
26 @export_range(0.0, 1.0) var mouse_sensitivity := 0.15
27 @export_range(0.0, 10.0) var joystick_sensitivity_x := 4.0
28 @export_range(0.0, 10.0) var joystick_sensitivity_y := 2.0
31 @export_group("Expressions")
32 @export_range(1.0, 100.0) var head_rotation_speed := 5.0
35 @onready var _camera_pivot: Node3D = $cameraPivot
36 @onready var _camera_spring: SpringArm3D = $cameraPivot/SpringArm3D
37 @onready var _camera: Camera3D = $cameraPivot/SpringArm3D/Camera3D
38 @onready var _skin: WilliamSkin = %WilliamSkin
39 @onready var _debug: CanvasLayer = %DebugOverlay
43 var _player_speed := walk_speed
44 var _camera_input_direction := Vector2.ZERO
45 var _last_movement_direction := -rotation
47 var _camera_lockon_node: Node3D = null
48 var _lockon_direction: Vector3 = Vector3.ZERO
49 var _lockon_indicator_scene = load("res://ux/lockon_indicator.tscn")
50 var _lockon_instance: Node3D = _lockon_indicator_scene.instantiate()
52 var _head_track_arr: Array[Node3D] = []
54 enum {LOCKON_LEFT, LOCKON_CENTER, LOCKON_RIGHT}
55 var _lockon_shift := LOCKON_CENTER
57 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
58 var _camera_input_method := CAMERA_MOUSE_INPUT
60 enum _states {FREE, POSING, TALKING}
61 var _player_state := _states.FREE
65 func _ready() -> void:
66 _camera_spring.spring_length = camera_distance
69 _debug.draw.add_vector(self, "velocity", 1, 3, Color(0,1,0,1))
70 _debug.draw.add_vector(self, "_lockon_direction", 1, 2, Color(1,0,0,1))
71 _debug.draw.add_vector(_camera_pivot, "rotation", 1, 3, Color(1,0,1,1))
72 _debug.draw.add_vector(self, "_last_movement_direction", 1, 3, Color(1,0,0,1))
74 _debug.stats.add_property(self, "velocity", "")
75 _debug.stats.add_property(self, "_idle_time", "round")
76 _debug.stats.add_property(self, "_lockon_shift", "round")
77 _debug.stats.add_property(self, "_head_track_arr", "")
80 func _input(event: InputEvent) -> void:
81 if event.is_action_pressed("camera-lockon"):
83 elif event.is_action_pressed("player-run"):
84 _player_speed = jog_speed
85 elif event.is_action_released("player-run"):
86 _player_speed = walk_speed
87 elif event.is_action_pressed("player-pose"):
88 _player_state = _states.POSING
89 elif event.is_action_released("player-pose"):
90 _player_state = _states.FREE
91 elif event.is_action_pressed("player-action"):
92 # TODO: contextual action
93 if _player_state == _states.FREE:
94 _player_state = _states.TALKING
95 velocity = Vector3.ZERO
96 elif _player_state == _states.TALKING:
97 _player_state = _states.FREE
100 func _unhandled_input(event: InputEvent) -> void:
101 # If user clicks on the window, capture the mouse and direct the camera with it
102 if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
105 #_camera_input_direction *= mouse_sensitivity
106 if event is InputEventMouseMotion:
107 _camera_input_method = CAMERA_MOUSE_INPUT
108 _camera_input_direction = event.screen_relative * mouse_sensitivity
109 elif event is InputEventJoypadMotion:
110 _camera_input_method = CAMERA_JOYSTICK_INPUT
111 _camera_input_direction = Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
112 _camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
114 if _camera_input_direction == Vector2.ZERO:
115 _lockon_shift = LOCKON_CENTER
119 func _physics_process(delta: float) -> void:
120 _process_player(delta)
121 _process_camera(delta)
124 func is_camera_locked() -> bool:
125 return camera_mode == "locked"
128 func set_camera_lockon(arr: Array[Node]) -> void:
129 if _camera_lockon_node:
130 _camera_lockon_node.remove_child(_lockon_instance)
132 if not is_camera_locked() or _lockon_shift != LOCKON_CENTER:
133 # pick closest lockon point to center of camera view
134 # must be within lockon radius
135 var shortest_target_angle = _camera.fov / 360 * 2 * PI
136 for n: Node3D in arr:
137 if _camera_lockon_node == n:
140 var target_dir := _camera_pivot.global_position - n.global_position
141 if target_dir.length() < camera_lockon_radius:
142 var target_angle = shortest_target_angle
143 if _lockon_shift == LOCKON_CENTER:
144 var camera_dir = _camera.global_position - _camera_pivot.global_position
145 target_angle = target_dir.angle_to(camera_dir)
147 # check to make sure if lockon switch is a node to the left if player pressed left,
148 # else lockon switch to something to the right
149 target_angle = target_dir.signed_angle_to(_lockon_direction, Vector3.UP)
150 if _lockon_shift == LOCKON_RIGHT and target_angle <= 0:
152 if _lockon_shift == LOCKON_LEFT and target_angle >= 0:
155 target_angle = abs(target_angle)
156 if target_angle < shortest_target_angle:
157 shortest_target_angle = target_angle
158 _camera_lockon_node = n
160 if _camera_lockon_node:
161 _camera_lockon_node.add_child(_lockon_instance)
162 camera_mode = "locked"
164 camera_mode = "unlocked"
165 _camera_lockon_node = null
166 _lockon_direction = Vector3.ZERO
168 # TODO: move all skin stuff to its own reset function
170 _skin.set_hips_direction(0)
172 # always reset shift to center!
173 _lockon_shift = LOCKON_CENTER
176 func _process_camera(delta: float) -> void:
177 if not is_camera_locked():
178 # vertical camera rotation
179 _camera_pivot.rotation.x += _camera_input_direction.y * delta
180 _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -PI / 6, PI / 3)
182 # horizontal camera rotation
183 _camera_pivot.rotation.y -= _camera_input_direction.x * delta
185 # reset mouse movement vector if mouse input
186 if _camera_input_method == CAMERA_MOUSE_INPUT:
187 _camera_input_direction = Vector2.ZERO
189 # camera should lerp to a set height
190 _camera_pivot.rotation.x = lerp(_camera_pivot.rotation.x, 0.0, delta)
191 _camera_pivot.rotation.z = lerp(_camera_pivot.rotation.z, 0.0, delta)
193 # keep camera pivot pointed towards locked object
194 if _camera_lockon_node:
195 # calculate target vector between node position and player
196 var lock_vector := _camera_pivot.global_position - _camera_lockon_node.global_position
197 _lockon_direction = lock_vector
199 var target_angle = Vector3.BACK.signed_angle_to(lock_vector, Vector3.UP)
200 _camera_pivot.global_rotation.y = lerp_angle(_camera_pivot.global_rotation.y, target_angle, rotation_speed * delta)
202 # if player indicates right or left, emit lockon signal again to collect array and split it
203 if _camera_input_direction.x < -lockon_sensitivity and _lockon_shift != LOCKON_LEFT:
204 _lockon_shift = LOCKON_LEFT
206 elif _camera_input_direction.x > lockon_sensitivity and _lockon_shift != LOCKON_RIGHT:
207 _lockon_shift = LOCKON_RIGHT
211 # Get the XZ input direction based on player's input relative to the camera
212 func _get_player_move_direction() -> Vector3:
213 var input_dir := Input.get_vector("player-left", "player-right", "player-forward", "player-backward")
214 var forward := _camera.global_basis.z
215 var right := _camera.global_basis.x
216 var move_direction := (forward * input_dir.y + right * input_dir.x).normalized()
218 return move_direction
221 func _process_player_floor(move_direction: Vector3, delta: float) -> void:
222 # if player is landing, then just return
223 if _skin.current_state() == "landing":
225 elif _skin.current_state() == "fall":
226 if velocity.length() > hard_landing_limit:
227 velocity = Vector3.ZERO
233 # if we're not stuck, then it's okay to set the velocity
234 velocity = velocity.move_toward(move_direction * _player_speed, acceleration * delta)
236 # if player jumps, then we're done
237 if Input.is_action_just_pressed("player-jump"):
238 velocity.y = jump_speed
243 # also, if we're moving, we're not idle
244 # last movement direction required for skin orientation
245 if move_direction.length() < 0.2:
246 if velocity == Vector3.ZERO:
248 if _idle_time > idle_timeout:
252 _last_movement_direction = move_direction
255 # now handle skin rotation and animation
256 var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
257 _skin.movement_speed(movement_speed)
259 # if camera is unlocked, rotate whole skin to face movement direction
260 # else, rotate to face camera pivot global Y direction
261 var skin_target_angle := Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP)
263 # lean into momentum just a little bit
264 _skin.rotation.z = lerp_angle(
266 clamp(_last_movement_direction.signed_angle_to(velocity, Vector3.UP) * movement_speed * 0.08, -PI/4, PI/ 4),
267 rotation_speed * delta * 0.25
270 if not is_camera_locked():
273 _skin.global_rotation.y = lerp_angle(
274 _skin.global_rotation.y,
276 rotation_speed * delta
278 else: # camera is locked
279 var movement_angle := _skin.global_rotation.y - skin_target_angle
280 if abs(movement_angle) < (PI / 2):
283 _skin.move_backward()
285 _skin.global_rotation.y = lerp_angle(
286 _skin.global_rotation.y,
287 _camera_pivot.global_rotation.y - PI,
288 rotation_speed * delta)
290 # hips rotate towards the direction of movement
291 # else hips rotate toward skin global Y direction
292 # if moving backwards, then target_angle is inverted
293 if movement_speed > 0.1:
294 var target_hips_dir := lerp_angle(
295 _skin.global_rotation.y + _skin.get_hips_direction(),
296 skin_target_angle if abs(movement_angle) < (PI / 2) else (skin_target_angle - PI),
297 rotation_speed * delta
298 ) - _skin.global_rotation.y
299 _skin.set_hips_direction(target_hips_dir)
301 _skin.set_hips_direction(lerp_angle(_skin.get_hips_direction(), 0, rotation_speed * delta))
304 func _process_player_falling(move_direction: Vector3, delta: float) -> void:
305 velocity += get_gravity() * fall_speed * delta
306 velocity += move_direction * air_speed * delta
310 func _process_player(delta: float) -> void:
311 var move_direction := _get_player_move_direction()
314 if _player_state == _states.POSING:
316 elif _player_state == _states.TALKING:
319 _process_player_floor(move_direction, delta)
321 _process_player_falling(move_direction, delta)
326 func _on_head_turn_area_entered(area: Area3D) -> void:
327 for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
328 var i = _head_track_arr.find(node)
330 _head_track_arr.append(node)
333 func _on_head_turn_area_exited(area: Area3D) -> void:
334 for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
335 var i = _head_track_arr.find(node)
337 _head_track_arr.remove_at(i)