feat: player body now handles movement fov adjustment
This commit is contained in:
parent
b29966ccf7
commit
6c5a24e374
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@ -35,4 +35,11 @@
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set_##m_value(m_value); \
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set_##m_value(m_value); \
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}
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}
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#define GETSETM(m_from, m_value, ...) \
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{ \
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auto m_value{ m_from->get_##m_value() }; \
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__VA_ARGS__ \
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m_from->set_##m_value(m_value); \
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}
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#endif // !GODOT_EXTRA_MACROS_H
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#endif // !GODOT_EXTRA_MACROS_H
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@ -1,6 +1,7 @@
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#include "player_body.h"
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#include "player_body.h"
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#include "health_status.h"
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#include "health_status.h"
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#include "macros.h"
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#include "macros.h"
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#include "player_camera.h"
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#include "player_input.h"
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#include "player_input.h"
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#include "weapon_base.h"
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#include "weapon_base.h"
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#include "weapon_inventory.h"
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#include "weapon_inventory.h"
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@ -11,6 +12,7 @@ void PlayerBody::_bind_methods() {
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}
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}
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void PlayerBody::on_child_entered(Node *node) {
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void PlayerBody::on_child_entered(Node *node) {
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node->connect("child_entered_tree", callable_mp(this, &self_type::on_child_entered));
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if (PlayerInput * input{ cast_to<PlayerInput>(node) }) {
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if (PlayerInput * input{ cast_to<PlayerInput>(node) }) {
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input->connect(PlayerInput::sig_movement_input, callable_mp(this, &self_type::set_movement_input));
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input->connect(PlayerInput::sig_movement_input, callable_mp(this, &self_type::set_movement_input));
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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@ -23,6 +25,16 @@ void PlayerBody::on_child_entered(Node *node) {
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if (HealthStatus * health{ cast_to<HealthStatus>(node) }) {
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if (HealthStatus * health{ cast_to<HealthStatus>(node) }) {
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this->health = health;
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this->health = health;
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}
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}
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if (PlayerCamera * camera{ cast_to<PlayerCamera>(node) }) {
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this->camera = camera;
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}
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}
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void PlayerBody::process(double delta) {
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GETSETM(this->camera, fov_factor, {
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float const target_fov{ get_is_running() ? 1.2f : 1.0f };
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fov_factor = Math::move_toward(fov_factor, target_fov, float(delta));
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});
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}
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}
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void PlayerBody::physics_process(double delta) {
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void PlayerBody::physics_process(double delta) {
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@ -78,6 +90,9 @@ void PlayerBody::_notification(int what) {
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set_process(true);
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set_process(true);
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set_physics_process(true);
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set_physics_process(true);
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return;
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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case NOTIFICATION_PHYSICS_PROCESS:
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case NOTIFICATION_PHYSICS_PROCESS:
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physics_process(get_physics_process_delta_time());
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physics_process(get_physics_process_delta_time());
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return;
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return;
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@ -4,6 +4,7 @@
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#include "scene/3d/physics/character_body_3d.h"
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#include "scene/3d/physics/character_body_3d.h"
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class WeaponInventory;
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class WeaponInventory;
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class HealthStatus;
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class HealthStatus;
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class PlayerCamera;
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class PlayerBody : public CharacterBody3D {
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class PlayerBody : public CharacterBody3D {
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GDCLASS(PlayerBody, CharacterBody3D);
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GDCLASS(PlayerBody, CharacterBody3D);
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@ -11,6 +12,7 @@ class PlayerBody : public CharacterBody3D {
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static PlayerBody *singleton_instance;
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static PlayerBody *singleton_instance;
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void on_child_entered(Node *node);
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void on_child_entered(Node *node);
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void process(double delta);
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void physics_process(double delta);
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void physics_process(double delta);
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void set_movement_input(Vector2 state);
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void set_movement_input(Vector2 state);
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@ -36,7 +38,8 @@ private:
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float jump_strength{ 4.f };
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float jump_strength{ 4.f };
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Vector2 movement_input{ 0, 0 };
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Vector2 movement_input{ 0, 0 };
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WeaponInventory *weapons;
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PlayerCamera *camera{ nullptr };
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WeaponInventory *weapons{ nullptr };
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HealthStatus *health{ nullptr };
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HealthStatus *health{ nullptr };
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};
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};
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@ -23,19 +23,31 @@ void PlayerCamera::ready() {
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this->base_fov = get_fov();
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this->base_fov = get_fov();
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}
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}
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void PlayerCamera::process(double delta) {
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this->fov_factor = 1.0;
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update_fov();
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}
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void PlayerCamera::_notification(int what) {
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void PlayerCamera::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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return;
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}
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}
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switch (what) {
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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case NOTIFICATION_READY:
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set_process(true);
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set_process_priority(-1);
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ready();
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ready();
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return;
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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}
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}
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}
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}
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void PlayerCamera::set_fov_factor(float value) {
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void PlayerCamera::set_fov_factor(float value) {
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this->fov_factor = value;
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this->fov_factor *= value;
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update_fov();
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update_fov();
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}
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}
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@ -9,7 +9,6 @@
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void Rifle::_bind_methods() {
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void Rifle::_bind_methods() {
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BIND_PROPERTY(Variant::FLOAT, ads_factor);
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BIND_PROPERTY(Variant::FLOAT, ads_factor);
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BIND_PROPERTY(Variant::FLOAT, run_factor);
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BIND_PROPERTY(Variant::FLOAT, recoil_force);
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BIND_PROPERTY(Variant::FLOAT, recoil_force);
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BIND_PROPERTY(Variant::FLOAT, recoil_time);
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BIND_PROPERTY(Variant::FLOAT, recoil_time);
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ClassDB::bind_method(D_METHOD("reload_full"), &self_type::reload_full);
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ClassDB::bind_method(D_METHOD("reload_full"), &self_type::reload_full);
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@ -18,13 +17,11 @@ void Rifle::_bind_methods() {
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void Rifle::queue_enter_alt() {
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void Rifle::queue_enter_alt() {
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get_anim()->queue("hip_to_aim");
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get_anim()->queue("hip_to_aim");
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get_anim()->queue("aim");
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get_anim()->queue("aim");
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HeadsUpDisplay::get_singleton()->set_reticle_visibility(false);
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}
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}
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void Rifle::queue_exit_alt() {
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void Rifle::queue_exit_alt() {
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get_anim()->queue("aim_to_hip");
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get_anim()->queue("aim_to_hip");
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get_anim()->queue("hip");
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get_anim()->queue("hip");
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HeadsUpDisplay::get_singleton()->set_reticle_visibility(true);
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}
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}
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void Rifle::queue_enter_run() {
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void Rifle::queue_enter_run() {
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@ -90,12 +87,15 @@ void Rifle::on_reload() {
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void Rifle::on_animation_changed(String new_animation) {
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void Rifle::on_animation_changed(String new_animation) {
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if (new_animation == "aim") {
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if (new_animation == "aim") {
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this->in_alt_mode = true;
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this->in_alt_mode = true;
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get_camera()->set_fov_factor(this->ads_factor);
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this->fov = this->ads_factor;
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HeadsUpDisplay::get_singleton()->set_reticle_visibility(false);
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} else if (new_animation == "hip") {
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} else if (new_animation == "hip") {
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this->in_alt_mode = false;
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this->in_alt_mode = false;
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get_camera()->set_fov_factor(1.0);
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this->fov = 1.0;
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} else if (new_animation == "run") {
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HeadsUpDisplay::get_singleton()->set_reticle_visibility(true);
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get_camera()->set_fov_factor(this->run_factor);
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}
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if (new_animation == "reload") {
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HeadsUpDisplay::get_singleton()->set_reticle_visibility(false);
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}
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}
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}
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}
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@ -109,22 +109,13 @@ void Rifle::process(double delta) {
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bool run_requested{ this->run_requested() };
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bool run_requested{ this->run_requested() };
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// track animation progress
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// track animation progress
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double const animation_time{ get_anim()->get_current_animation_position() };
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double const animation_time{ get_anim()->get_current_animation_position() };
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// percentually
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// animation progress percentually
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float const progress{ float(CLAMP(animation_time / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
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float const progress{ float(CLAMP(animation_time / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
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// lerp the current FOV factor depending on the ongoing animation
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if (current == "hip_to_aim" || current == "run_to_aim") { // lerp the current FOV factor depending on the ongoing animation
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if (current == "hip_to_aim") {
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this->fov = Math::lerp(1.f, this->ads_factor, progress);
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get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress));
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} else if (current == "aim_to_hip") {
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} else if (current == "aim_to_hip") {
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get_camera()->set_fov_factor(Math::lerp(this->ads_factor, 1.f, progress));
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this->fov = Math::lerp(this->ads_factor, 1.f, progress);
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} else if (current == "run_to_aim") {
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} else if (this->request_alt_mode != this->in_alt_mode && !is_animating()) { // act on request flags that have yet to be fulfilled
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get_camera()->set_fov_factor(Math::lerp(this->run_factor, this->ads_factor, progress));
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} else if (current == "hip_to_run") {
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get_camera()->set_fov_factor(Math::lerp(1.f, this->run_factor, progress));
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} else if (current == "run_to_hip") {
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get_camera()->set_fov_factor(Math::lerp(this->run_factor, 1.f, progress));
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// animation is not one of the transitory ones ( x_to_y ),
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// check if there is a request for a transitory animation
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} else if (this->request_alt_mode != this->in_alt_mode && !is_animating()) {
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if (this->request_alt_mode) {
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if (this->request_alt_mode) {
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queue_enter_alt();
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queue_enter_alt();
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} else {
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} else {
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@ -136,12 +127,13 @@ void Rifle::process(double delta) {
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} else if (!run_requested) {
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} else if (!run_requested) {
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exit_run();
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exit_run();
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}
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}
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}
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} else if (current == "fire_hip" || current == "fire_aim") { // apply fire recoil
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// apply fire recoil
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else if (current == "fire_hip" || current == "fire_aim") {
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double t{ animation_time / this->recoil_time };
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double t{ animation_time / this->recoil_time };
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get_camera()->recoil(Math::lerp((double)this->recoil_force, 0.0, CLAMP(t, 0.0, 1.0)) * delta);
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get_camera()->recoil(Math::lerp((double)this->recoil_force, 0.0, CLAMP(t, 0.0, 1.0)) * delta);
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}
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}
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if (this->fov != 1.0) {
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get_camera()->set_fov_factor(this->fov);
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}
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}
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}
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void Rifle::_notification(int what) {
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void Rifle::_notification(int what) {
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@ -169,11 +161,6 @@ PackedStringArray Rifle::get_configuration_warnings() const {
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return warnings;
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return warnings;
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}
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}
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bool Rifle::allows_swapping() const {
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String const current{ get_anim()->get_current_animation() };
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return !this->in_alt_mode && (current == "reload" || !is_animating());
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}
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bool Rifle::allows_running() const {
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bool Rifle::allows_running() const {
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String const animation{ get_anim()->get_current_animation() };
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String const animation{ get_anim()->get_current_animation() };
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return animation == "run" && !this->request_alt_mode;
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return animation == "run" && !this->request_alt_mode;
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@ -194,6 +181,10 @@ void Rifle::notify_deselected() {
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get_input()->disconnect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
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get_input()->disconnect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
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get_input()->disconnect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
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get_input()->disconnect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
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get_input()->disconnect(PlayerInput::sig_reload, callable_mp(this, &self_type::on_reload));
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get_input()->disconnect(PlayerInput::sig_reload, callable_mp(this, &self_type::on_reload));
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get_camera()->set_fov_factor(1.0);
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if (HeadsUpDisplay * hud{ HeadsUpDisplay::get_singleton() }) {
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hud->set_reticle_visibility(true);
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}
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}
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}
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void Rifle::reload_full() {
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void Rifle::reload_full() {
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@ -209,14 +200,6 @@ float Rifle::get_ads_factor() const {
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return this->ads_factor;
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return this->ads_factor;
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}
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}
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void Rifle::set_run_factor(float value) {
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this->run_factor = value;
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}
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float Rifle::get_run_factor() const {
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return this->run_factor;
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}
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void Rifle::set_recoil_force(float value) {
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void Rifle::set_recoil_force(float value) {
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this->recoil_force = value;
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this->recoil_force = value;
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}
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}
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@ -27,7 +27,6 @@ public:
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void _notification(int what);
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void _notification(int what);
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virtual PackedStringArray get_configuration_warnings() const override;
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virtual PackedStringArray get_configuration_warnings() const override;
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virtual bool allows_swapping() const override;
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virtual bool allows_running() const override;
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virtual bool allows_running() const override;
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bool run_requested() const;
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bool run_requested() const;
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virtual void notify_selected() override;
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virtual void notify_selected() override;
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@ -36,8 +35,6 @@ public:
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void set_ads_factor(float value);
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void set_ads_factor(float value);
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float get_ads_factor() const;
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float get_ads_factor() const;
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void set_run_factor(float value);
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float get_run_factor() const;
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void set_recoil_force(float value);
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void set_recoil_force(float value);
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float get_recoil_force() const;
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float get_recoil_force() const;
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void set_recoil_time(float value);
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void set_recoil_time(float value);
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@ -45,7 +42,6 @@ public:
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private:
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private:
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float ads_factor{ 0.5f };
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float ads_factor{ 0.5f };
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float run_factor{ 1.5f };
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bool request_alt_mode{ false };
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bool request_alt_mode{ false };
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bool in_alt_mode{ false };
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bool in_alt_mode{ false };
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bool running{ false };
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bool running{ false };
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@ -53,6 +49,8 @@ private:
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float recoil_force{ 3.f };
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float recoil_force{ 3.f };
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float recoil_time{ 0.05f };
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float recoil_time{ 0.05f };
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double fov{ 1.0 };
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HitscanMuzzle *muzzle{ nullptr };
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HitscanMuzzle *muzzle{ nullptr };
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};
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};
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@ -23,6 +23,7 @@ wall_min_slide_angle = 0.0
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[node name="PlayerCamera" type="PlayerCamera" parent="."]
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[node name="PlayerCamera" type="PlayerCamera" parent="."]
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unique_name_in_owner = true
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unique_name_in_owner = true
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process_priority = -1
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0.27450943, 0)
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0.27450943, 0)
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fov = 60.0
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fov = 60.0
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