Files
Dawn-Godot/_archive/entity/EntityMovement.gd
2026-01-07 21:08:05 -06:00

86 lines
1.9 KiB
GDScript

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