Whatever lol
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85
_archive/entity/EntityMovement.gd
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85
_archive/entity/EntityMovement.gd
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# @tool
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# class_name EntityMovement extends Node
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# const FRICTION = 0.01
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# const WALK_SPEED_DEFAULT = 8
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# const RUN_SPEED_DEFAULT = 12
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# var _inputDir:Vector2 = Vector2.ZERO
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# var _running:bool = false
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# @export var body:CharacterBody3D
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# @export var rotate:Node3D
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# @export var walkSpeed:float = WALK_SPEED_DEFAULT
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# @export var runSpeed:float = RUN_SPEED_DEFAULT
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# #
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# # Private Methods
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# #
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# func _applyGravity() -> void:
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# if !body.is_on_floor():
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# body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
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# func _applyMovement() -> void:
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# if !canMove():
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# return
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# var cameraCurrent = get_viewport().get_camera_3d()
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# if !cameraCurrent:
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# return
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# # Use camera orientation for movement direction
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# var camBasis = cameraCurrent.global_transform.basis
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# # Forward and right vectors, ignore vertical component
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# var forward = -camBasis.z
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# forward.y = 0
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# forward = forward.normalized()
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# var right = camBasis.x
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# right.y = 0
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# right = right.normalized()
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# var directionAdjusted = (
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# forward * _inputDir.y + right * _inputDir.x
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# ).normalized()
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# if directionAdjusted.length() <= 0.01:
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# return
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# if rotate:
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# var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
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# rotate.rotation.y = targetRot
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# var speed = walkSpeed
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# if _running:
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# speed = runSpeed
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# body.velocity.x = directionAdjusted.x * speed
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# body.velocity.z = directionAdjusted.z * speed
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# func _applyFriction(delta:float) -> void:
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# body.velocity.x *= delta * FRICTION
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# body.velocity.z *= delta * FRICTION
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# #
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# # Protected Methods
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# #
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# func canMove() -> bool:
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# return true
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# #
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# # Callbacks
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# #
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# func _enter_tree() -> void:
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# pass
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# func _physics_process(delta:float) -> void:
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# if Engine.is_editor_hint():
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# return
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# if !body:
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# return
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# _applyGravity()
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# _applyFriction(delta)
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# _applyMovement()
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# body.move_and_slide()
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