Rewrote entity system
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77
scripts/Entity/Component/EntityMovement.gd
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77
scripts/Entity/Component/EntityMovement.gd
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class_name EntityMovement extends Node
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enum MovementType {
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PLAYER_INPUT,
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STILL,
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NPC_RANDOM_LOOK
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};
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@export var characterBody:CharacterBody3D = null;
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@export var entity:Entity = null;
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@export var entityDirection:EntityDirection = null;
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@export var speed:float = 200;
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@export var runSpeed:float = 400;
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@export var friction:float = 8.5;
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@export var gravity:float = 30;
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@export var movementType:MovementType = MovementType.STILL;
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@export var randomLookMinTime:float = 1.5;
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@export var randomLookMaxTime:float = 4.0;
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var randomLookTimer:float = 0.0;
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func _physics_process(delta:float) -> void:
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if !entity || entity.isPaused() || !characterBody:
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return;
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# Update movement
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_updateVelocity(delta)
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# Gravity and friction
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if !characterBody.is_on_floor():
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characterBody.velocity.y -= gravity * delta;
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else:
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characterBody.velocity += -(characterBody.velocity * friction * delta);
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# if velocity.length() != 0:
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# _updateTileData();
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# Update character controller.
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characterBody.move_and_slide();
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func _updateVelocity(delta:float):
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match movementType:
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MovementType.PLAYER_INPUT:
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_updatePlayerInput(delta);
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MovementType.STILL:
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_updateStill(delta);
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MovementType.NPC_RANDOM_LOOK:
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_updateNPCRandomLook(delta);
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func _updatePlayerInput(delta:float) -> void:
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var dir:Vector2 = Input.get_vector("left", "right", "up", "down");
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var moveSpeed:float;
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if Input.is_action_pressed("run"):
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moveSpeed = runSpeed;
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else:
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moveSpeed = speed;
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if dir.x != 0 or dir.y != 0:
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characterBody.velocity.x = dir.x * moveSpeed * delta;
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characterBody.velocity.z = dir.y * moveSpeed * delta;
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if entityDirection:
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entityDirection.updateDirectionFromMovement(dir);
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func _updateStill(delta:float):
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pass
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func _updateNPCRandomLook(delta:float):
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if !entityDirection:
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return
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randomLookTimer -= delta;
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if randomLookTimer <= 0:
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randomLookTimer = randf_range(randomLookMinTime, randomLookMaxTime);
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entityDirection.direction = randi_range(0, 3);
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