feat: redid all of the textures and some of the lighting
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75ada519b8
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d2202e960e
56 changed files with 539 additions and 164 deletions
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@ -3,10 +3,14 @@
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <godot_cpp/classes/input_event_joypad_motion.hpp>
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void Player::_bind_methods() {}
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void Player::_bind_methods() {
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#define CLASSNAME Player
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GDPROPERTY(input_directions, gd::Variant::VECTOR2);
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}
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void Player::_ready() {
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this->anim_tree = this->get_node<gd::AnimationTree>("%AnimationTree");
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this->sfm = gd::Object::cast_to<gd::AnimationNodeStateMachinePlayback>(this->anim_tree->get("parameters/Actions/playback"));
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this->input = this->get_node<utils::PlayerInput>("%PlayerInput");
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this->input->listen_to(utils::PlayerInput::Listener("dir_left", "dir_right", callable_mp(this, &Player::_on_dir_horizontal)));
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this->input->listen_to(utils::PlayerInput::Listener("dir_backward", "dir_forward", callable_mp(this, &Player::_on_dir_vertical)));
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@ -17,6 +21,22 @@ void Player::_ready() {
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this->model_node = this->get_node<gd::Node3D>("%CharacterModel");
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}
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void Player::_process(double delta [[maybe_unused]]) {
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this->anim_tree->set("parameters/Actions/Walk/Move/blend_position", this->input_directions);
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}
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void Player::_physics_process(double delta [[maybe_unused]]) {
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gd::Basis const &model_basis{this->model_node->get_global_basis()};
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gd::Vector3 const local_motion{this->anim_tree->get_root_motion_position()};
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gd::Vector3 const motion {
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local_motion.x * model_basis.get_column(0) +
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local_motion.y * model_basis.get_column(1) +
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local_motion.z * model_basis.get_column(2)
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};
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this->set_velocity(motion / delta);
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this->move_and_slide();
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}
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void Player::_on_dir_horizontal(gd::Ref<gd::InputEvent>, float value) {
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this->input_directions.x = value;
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}
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@ -33,18 +53,8 @@ void Player::_on_look_vertical(gd::Ref<gd::InputEvent>, float value) {
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this->input_look.y = value;
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}
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void Player::_process(double delta [[maybe_unused]]) {
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this->anim_tree->set("parameters/Movement/blend_position", this->input_directions);
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}
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void Player::set_input_directions(gd::Vector2 value [[maybe_unused]]) {}
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void Player::_physics_process(double delta [[maybe_unused]]) {
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gd::Basis const &model_basis{this->model_node->get_global_basis()};
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gd::Vector3 const local_motion{this->anim_tree->get_root_motion_position()};
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gd::Vector3 const motion {
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local_motion.x * model_basis.get_column(0) +
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local_motion.y * model_basis.get_column(1) +
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local_motion.z * model_basis.get_column(2)
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};
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this->set_velocity(motion / delta);
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this->move_and_slide();
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gd::Vector2 Player::get_input_directions() const {
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return this->input_directions;
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}
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@ -4,6 +4,7 @@
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#include "utils/player_input.hpp"
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/animation_node_state_machine_playback.hpp>
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namespace gd = godot;
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class Player : public gd::CharacterBody3D {
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@ -18,8 +19,12 @@ public:
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void _on_dir_vertical(gd::Ref<gd::InputEvent>, float value);
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void _on_look_horizontal(gd::Ref<gd::InputEvent>, float value);
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void _on_look_vertical(gd::Ref<gd::InputEvent>, float value);
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void set_input_directions(gd::Vector2 value);
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gd::Vector2 get_input_directions() const;
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private:
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gd::AnimationTree *anim_tree{nullptr};
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gd::AnimationNodeStateMachinePlayback *sfm{nullptr};
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utils::PlayerInput *input{nullptr};
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gd::Node3D *model_node{nullptr};
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gd::Vector2 input_directions{};
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