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Bugfixes
[william-skin.git] / player / player.gd
1 class_name Player
2 extends CharacterBody3D
3
4 # signals
5 signal camera_lockon
6
7
8 # player settings
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
19
20
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
29
30
31 @export_group("Expressions")
32 @export_range(1.0, 100.0) var head_rotation_speed := 5.0
33
34
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
40
41
42 # class variables
43 var _player_speed := walk_speed
44 var _camera_input_direction := Vector2.ZERO
45 var _last_movement_direction := -rotation
46 var _idle_time := 0.0
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()
51
52 var _head_track_arr: Array[Node3D] = []
53
54 enum {LOCKON_LEFT, LOCKON_CENTER, LOCKON_RIGHT}
55 var _lockon_shift := LOCKON_CENTER
56
57 enum {CAMERA_MOUSE_INPUT, CAMERA_JOYSTICK_INPUT}
58 var _camera_input_method := CAMERA_MOUSE_INPUT
59
60 enum _states {FREE, POSING, TALKING}
61 var _player_state := _states.FREE
62
63
64 # inherited functions
65 func _ready() -> void:
66         _camera_spring.spring_length = camera_distance
67         
68         # debug
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))
73         
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", "")
78
79
80 func _input(event: InputEvent) -> void:
81         if event.is_action_pressed("camera-lockon"):
82                 camera_lockon.emit()
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
98
99
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:
103                 return
104                 
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)
113                 
114         if _camera_input_direction == Vector2.ZERO:
115                 _lockon_shift = LOCKON_CENTER
116
117
118 # class functions 
119 func _physics_process(delta: float) -> void:
120         _process_player(delta)
121         _process_camera(delta)
122
123
124 func is_camera_locked() -> bool:
125         return camera_mode == "locked"
126
127
128 func set_camera_lockon(arr: Array[Node]) -> void:
129         if _camera_lockon_node:
130                 _camera_lockon_node.remove_child(_lockon_instance)
131
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:
138                                 continue
139                                 
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)
146                                 else:
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:
151                                                 continue
152                                         if _lockon_shift == LOCKON_LEFT and target_angle >= 0:
153                                                 continue
154                                                 
155                                         target_angle = abs(target_angle)
156                                 if target_angle < shortest_target_angle:
157                                         shortest_target_angle = target_angle
158                                         _camera_lockon_node = n
159                 
160                 if _camera_lockon_node:
161                         _camera_lockon_node.add_child(_lockon_instance)
162                         camera_mode = "locked"
163         else:
164                 camera_mode = "unlocked"
165                 _camera_lockon_node = null
166                 _lockon_direction = Vector3.ZERO
167                 
168                 # TODO: move all skin stuff to its own reset function
169                 _skin.move_forward()
170                 _skin.set_hips_direction(0)
171                 
172                 # always reset shift to center!
173                 _lockon_shift = LOCKON_CENTER
174
175
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)
181
182                 # horizontal camera rotation
183                 _camera_pivot.rotation.y -= _camera_input_direction.x * delta
184
185                 # reset mouse movement vector if mouse input
186                 if _camera_input_method == CAMERA_MOUSE_INPUT:
187                         _camera_input_direction = Vector2.ZERO
188         else:
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)
192                 
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
198                         lock_vector.y = 0
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)
201                                 
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
205                                 camera_lockon.emit()
206                         elif _camera_input_direction.x > lockon_sensitivity and _lockon_shift != LOCKON_RIGHT:
207                                 _lockon_shift = LOCKON_RIGHT
208                                 camera_lockon.emit()
209
210
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()
217         move_direction.y = 0
218         return move_direction
219
220
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":
224                 return
225         elif _skin.current_state() == "fall":
226                 if velocity.length() > hard_landing_limit:
227                         velocity = Vector3.ZERO
228                         _skin.landing()
229                         return
230                 else:
231                         _skin.move_forward()
232         
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)   
235         
236         # if player jumps, then we're done
237         if Input.is_action_just_pressed("player-jump"):
238                 velocity.y = jump_speed
239                 _idle_time = 0.0
240                 _skin.jump()
241                 return
242
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:
247                         _idle_time += delta
248                 if _idle_time > idle_timeout:
249                         _skin.idle()
250                         return
251         else:
252                 _last_movement_direction = move_direction
253                 _idle_time = 0.0
254
255         # now handle skin rotation and animation
256         var movement_speed := Vector3(velocity.x, 0, velocity.z).length()
257         _skin.movement_speed(movement_speed)
258         
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)
262         
263         # lean into momentum just a little bit
264         _skin.rotation.z = lerp_angle(
265                 _skin.rotation.z,
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
268                 )
269
270         if not is_camera_locked():
271                 _skin.move_forward()
272                         
273                 _skin.global_rotation.y = lerp_angle(
274                         _skin.global_rotation.y, 
275                         skin_target_angle, 
276                         rotation_speed * delta
277                         )
278         else: # camera is locked
279                 var movement_angle := _skin.global_rotation.y - skin_target_angle
280                 if abs(movement_angle) < (PI / 2):
281                         _skin.move_forward()
282                 else:
283                         _skin.move_backward()
284                         
285                 _skin.global_rotation.y = lerp_angle(
286                         _skin.global_rotation.y, 
287                         _camera_pivot.global_rotation.y - PI, 
288                         rotation_speed * delta)
289                         
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)
300                 else:
301                         _skin.set_hips_direction(lerp_angle(_skin.get_hips_direction(), 0, rotation_speed * delta))
302
303
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
307         _skin.fall()
308
309
310 func _process_player(delta: float) -> void:
311         var move_direction := _get_player_move_direction()
312
313         if is_on_floor():
314                 if _player_state == _states.POSING:
315                         _skin.pose()
316                 elif _player_state == _states.TALKING:
317                         _skin.talk()
318                 else:
319                         _process_player_floor(move_direction, delta)
320         else:
321                 _process_player_falling(move_direction, delta)
322         
323         move_and_slide()
324
325
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)
329                 if i < 0:
330                         _head_track_arr.append(node)
331
332
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)
336                 if i >= 0:
337                         _head_track_arr.remove_at(i)