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2024-12-06 10:44:53 -08:00
commit 7b0ae277b9
152 changed files with 14268 additions and 0 deletions
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extends CharacterBody3D
const SPEED = 3.5
const RUN_MULT = 2.0
const JUMP_VELOCITY = 4.5
const LIN_ACCEL = 0.25
const ANG_ACCEL = 0.25
const INNERTIA = 0.4
var animp : AnimationPlayer
var anim_tree : AnimationTree
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var speed = SPEED
func _ready():
anim_tree = $Abe_Lo/AnimationTree
animp = $Abe_Lo/AnimationPlayer
animp.play("ANIM_Abe_Idle_01")
animp.speed_scale = 1.5
func map( value : float , in_min : float, in_max : float, out_min : float, out_max : float ):
#=( ( value - in_min ) / ( in_max - in_min ) * ( out_max-out_min ) + out_min)
var mapped_value = ( value - in_min ) / ( in_max - in_min ) * ( out_max-out_min ) + out_min
return mapped_value
func update_tree():
anim_tree["parameters/Walk/blend_amount"] = animp.speed_scale / 1.5
anim_tree["parameters/Run/blend_amount"] = map ( speed , SPEED , SPEED * RUN_MULT , 0 , 1 )
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "up", "down")
var run = Input.is_action_pressed("run")
if run:
speed = move_toward( speed , SPEED * RUN_MULT , LIN_ACCEL )
else:
speed = move_toward( speed , SPEED , LIN_ACCEL )
# Caculate directions from input
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var direction2d = Vector2(-direction.x,direction.z)
#moving
if direction and (is_on_floor() or (not is_on_floor() and is_on_wall()) ):
animp.speed_scale = 1.5
velocity.x = direction.x * speed
velocity.z = direction.z * speed
#if speed > SPEED:
#$GPUParticles3D.amount_ratio = speed / ( SPEED * RUN_MULT )
var new_rotation = Vector3( 0.0, direction2d.angle() - (PI/2) , 0.0 )
$Abe_Lo.rotation = Vector3( 0.0 , rotate_toward( $Abe_Lo.rotation.y , new_rotation.y , ANG_ACCEL ), 0.0)
else:
if is_on_floor():
velocity.x = move_toward(velocity.x, 0, INNERTIA )
velocity.z = move_toward(velocity.z, 0, INNERTIA )
animp.speed_scale = move_toward( animp.speed_scale, 0 , .05 )
$GPUParticles3D.amount_ratio = 0.0
update_tree()
move_and_slide()
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extends Camera3D
@export var rail : Path3D
@export var target : Node3D
@export var seek_easing : float
var target_pos
# Called when the node enters the scene tree for the first time.
func init():
target_pos = target.position
func seek_target():
if target_pos != target.position:
target_pos = target_pos.move_toward( target.position , target.position.distance_to(target_pos)/seek_easing )
look_at( target_pos + Vector3(0.0,0.70,0.0) )
func constraint_to_rail():
position = rail.curve.get_closest_point( target.position )
func _ready():
init()
func _process(delta):
constraint_to_rail()
seek_target()
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extends Camera3D
@export var target : Node3D
@export var delay : float
@export var easing : float
@export var waypoints : Array[Node3D]
var target_pos
var max_time
var t
var factor
# Called when the node enters the scene tree for the first time.
func _ready():
t = $Timer
t.autostart = false
t.wait_time = delay
target_pos = target.position
t.start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if len(waypoints) == 0:
pass
else:
var wp1 = waypoints[0].position
var wp2 = waypoints[1].position
#var ratio = wp2.distance_to( target.position )/wp1.distance_to(wp2)
var ratio = target.position.distance_to(wp2) / ( target.position.distance_to(wp1) + target.position.distance_to(wp2) )
position = lerp( wp2 , wp1 , ratio )
#if len(waypoints)<2:
#pass
#elif len(waypoints) == 1:
#pass
#else:
#var wp1 = waypoints[0].position
#var wp2 = waypoints[1].position
##var ratio = wp2.distance_to( target.position )/wp1.distance_to(wp2)
#var ratio = target.position.distance_to(wp2) / ( target.position.distance_to(wp1) + target.position.distance_to(wp2) )
#position = lerp( wp2 , wp1 , ratio )
for i in waypoints:
pass
#print( i , " name:" + i.name , " pos:" + str(target.position.distance_to(i.position)) )
if target_pos != target.position:
factor = t.time_left / t.wait_time
print( t.wait_time, factor )
look_at( lerp( target.position , target_pos , pow( factor, easing ) ) + Vector3(0.0,0.70,0.0) )
func _on_timer_timeout():
target_pos = target.position
t.start()