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2026-07-21 00:27:17 +07:00
extends State
class_name CrouchState
var stateName : String = "Crouch"
var cR : CharacterBody3D
func enter(charRef : CharacterBody3D):
cR = charRef
verifications()
func verifications():
cR.moveSpeed = cR.crouchSpeed
cR.moveAccel = cR.crouchAccel
cR.moveDeccel = cR.crouchDeccel
cR.floor_snap_length = 1.0
if cR.jumpCooldown > 0.0: cR.jumpCooldown = -1.0
if cR.nbJumpsInAirAllowed < cR.nbJumpsInAirAllowedRef: cR.nbJumpsInAirAllowed = cR.nbJumpsInAirAllowedRef
if cR.coyoteJumpCooldown < cR.coyoteJumpCooldownRef: cR.coyoteJumpCooldown = cR.coyoteJumpCooldownRef
func physics_update(delta : float):
checkIfFloor()
applies(delta)
cR.gravityApply(delta)
inputManagement()
move(delta)
func checkIfFloor():
if !cR.is_on_floor() and !cR.is_on_wall():
if cR.velocity.y < 0.0:
transitioned.emit(self, "InairState")
if cR.is_on_floor():
if cR.jumpBuffOn:
cR.bufferedJump = true
cR.jumpBuffOn = false
transitioned.emit(self, "JumpState")
func applies(delta : float):
if cR.hitGroundCooldown > 0.0: cR.hitGroundCooldown -= delta
cR.hitbox.shape.height = lerp(cR.hitbox.shape.height, cR.crouchHitboxHeight, cR.heightChangeSpeed * delta)
cR.model.scale.y = lerp(cR.model.scale.y, cR.crouchModelHeight, cR.heightChangeSpeed * delta)
func inputManagement():
if Input.is_action_just_pressed(cR.jumpAction):
if !raycastVerification(): #if nothing block the player character when it will leaves the crouch state
transitioned.emit(self, "JumpState")
if cR.continiousCrouch:
#has to press run button once to run
if Input.is_action_just_pressed(cR.crouchAction):
if !raycastVerification():
cR.walkOrRun = "WalkState"
transitioned.emit(self, "WalkState")
else:
#has to continuously press crouch button to crouch
if !Input.is_action_pressed(cR.crouchAction):
if !raycastVerification():
cR.walkOrRun = "WalkState"
transitioned.emit(self, "WalkState")
func raycastVerification():
#check if the raycast used to check ceilings is colliding or not
return cR.ceilingCheck.is_colliding()
func move(delta : float):
cR.inputDirection = Input.get_vector(cR.moveLeftAction, cR.moveRightAction, cR.moveForwardAction, cR.moveBackwardAction)
cR.moveDirection = (cR.camHolder.global_basis * Vector3(cR.inputDirection.x, 0.0, cR.inputDirection.y)).normalized()
if cR.moveDirection and cR.is_on_floor():
cR.velocity.x = lerp(cR.velocity.x, cR.moveDirection.x * cR.moveSpeed, cR.moveAccel * delta)
cR.velocity.z = lerp(cR.velocity.z, cR.moveDirection.z * cR.moveSpeed, cR.moveAccel * delta)
else:
cR.velocity.x = lerp(cR.velocity.x, 0.0, cR.moveDeccel * delta)
cR.velocity.z = lerp(cR.velocity.z, 0.0, cR.moveDeccel * delta)
if cR.hitGroundCooldown <= 0: cR.desiredMoveSpeed = cR.velocity.length()
if cR.desiredMoveSpeed >= cR.maxSpeed: cR.desiredMoveSpeed = cR.maxSpeed