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2026-07-20 22:48:58 +07:00
commit e80aea750e
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extends State
class_name JumpState
var stateName : String = "Jump"
var cR : CharacterBody3D
func enter(charRef : CharacterBody3D):
cR = charRef
verifications()
jump()
func verifications():
if cR.floor_snap_length != 0.0: cR.floor_snap_length = 0.0
if cR.jumpCooldown < cR.jumpCooldownRef: cR.jumpCooldown = cR.jumpCooldownRef
if cR.hitGroundCooldown != cR.hitGroundCooldownRef: cR.hitGroundCooldown = cR.hitGroundCooldownRef
func physics_update(delta : float):
applies(delta)
cR.gravityApply(delta)
inputManagement()
checkIfFloor()
move(delta)
func applies(delta : float):
if !cR.is_on_floor():
if cR.jumpCooldown > 0.0: cR.jumpCooldown -= delta
if cR.coyoteJumpCooldown > 0.0: cR.coyoteJumpCooldown -= delta
cR.hitbox.shape.height = lerp(cR.hitbox.shape.height, cR.baseHitboxHeight, cR.heightChangeSpeed * delta)
cR.model.scale.y = lerp(cR.model.scale.y, cR.baseModelHeight, cR.heightChangeSpeed * delta)
func inputManagement():
if Input.is_action_just_pressed(cR.jumpAction):
jump()
func checkIfFloor():
if !cR.is_on_floor() and cR.velocity.y < 0.0:
transitioned.emit(self, "InairState")
if cR.is_on_floor():
if cR.moveDirection: transitioned.emit(self, cR.walkOrRun)
else: transitioned.emit(self, "IdleState")
#lose all velocity if play char hit a wall
if cR.is_on_wall():
cR.velocity.x = 0.0
cR.velocity.z = 0.0
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()
#move only apply when the character is not on the floor (so if he's in the air)
if !cR.is_on_floor():
if cR.moveDirection:
if cR.desiredMoveSpeed < cR.maxSpeed: cR.desiredMoveSpeed += cR.bunnyHopDmsIncre * delta
var contrdDesMoveSpeed : float = cR.desiredMoveSpeedCurve.sample(cR.desiredMoveSpeed)
var contrdInAirMoveSpeed : float = cR.inAirMoveSpeedCurve.sample(cR.desiredMoveSpeed) * cR.inAirInputMultiplier
cR.velocity.x = lerp(cR.velocity.x, cR.moveDirection.x * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta)
cR.velocity.z = lerp(cR.velocity.z, cR.moveDirection.z * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta)
if cR.velocity.length() > cR.maxSpeed:
cR.velocity = cR.velocity.normalized() * cR.maxSpeed
else:
#accumulate desired speed for bunny hopping
cR.desiredMoveSpeed = cR.velocity.length()
if cR.desiredMoveSpeed >= cR.maxSpeed: cR.desiredMoveSpeed = cR.maxSpeed
func jump():
#manage the jump behaviour, depending of the different variables and states the character is
var canJump : bool = false #jump condition
#in air jump
if !cR.is_on_floor():
if !cR.coyoteJumpOn and cR.nbJumpsInAirAllowed > 0:
cR.nbJumpsInAirAllowed -= 1
cR.jumpCooldown = cR.jumpCooldownRef
canJump = true
if cR.coyoteJumpOn:
cR.jumpCooldown = cR.jumpCooldownRef
cR.coyoteJumpCooldown = -1.0 #so that the character cannot immediately make another coyote jump
cR.coyoteJumpOn = false
canJump = true
#on floor jump
if cR.is_on_floor():
cR.jumpCooldown = cR.jumpCooldownRef
canJump = true
#jump buffering
if cR.bufferedJump:
cR.bufferedJump = false
cR.nbJumpsInAirAllowed = cR.nbJumpsInAirAllowedRef
#apply jump
if canJump:
cR.velocity.y = cR.jumpVelocity
canJump = false