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extends State
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class_name JumpState
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var stateName : String = "Jump"
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var cR : CharacterBody3D
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func enter(charRef : CharacterBody3D):
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cR = charRef
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verifications()
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jump()
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func verifications():
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if cR.floor_snap_length != 0.0: cR.floor_snap_length = 0.0
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if cR.jumpCooldown < cR.jumpCooldownRef: cR.jumpCooldown = cR.jumpCooldownRef
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if cR.hitGroundCooldown != cR.hitGroundCooldownRef: cR.hitGroundCooldown = cR.hitGroundCooldownRef
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func physics_update(delta : float):
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applies(delta)
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cR.gravityApply(delta)
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inputManagement()
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checkIfFloor()
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move(delta)
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func applies(delta : float):
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if !cR.is_on_floor():
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if cR.jumpCooldown > 0.0: cR.jumpCooldown -= delta
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if cR.coyoteJumpCooldown > 0.0: cR.coyoteJumpCooldown -= delta
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cR.hitbox.shape.height = lerp(cR.hitbox.shape.height, cR.baseHitboxHeight, cR.heightChangeSpeed * delta)
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cR.model.scale.y = lerp(cR.model.scale.y, cR.baseModelHeight, cR.heightChangeSpeed * delta)
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func inputManagement():
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if Input.is_action_just_pressed(cR.jumpAction):
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jump()
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func checkIfFloor():
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if !cR.is_on_floor() and cR.velocity.y < 0.0:
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transitioned.emit(self, "InairState")
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if cR.is_on_floor():
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if cR.moveDirection: transitioned.emit(self, cR.walkOrRun)
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else: transitioned.emit(self, "IdleState")
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#lose all velocity if play char hit a wall
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if cR.is_on_wall():
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cR.velocity.x = 0.0
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cR.velocity.z = 0.0
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func move(delta : float):
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cR.inputDirection = Input.get_vector(cR.moveLeftAction, cR.moveRightAction, cR.moveForwardAction, cR.moveBackwardAction)
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cR.moveDirection = (cR.camHolder.global_basis * Vector3(cR.inputDirection.x, 0.0, cR.inputDirection.y)).normalized()
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#move only apply when the character is not on the floor (so if he's in the air)
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if !cR.is_on_floor():
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if cR.moveDirection:
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if cR.desiredMoveSpeed < cR.maxSpeed: cR.desiredMoveSpeed += cR.bunnyHopDmsIncre * delta
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var contrdDesMoveSpeed : float = cR.desiredMoveSpeedCurve.sample(cR.desiredMoveSpeed)
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var contrdInAirMoveSpeed : float = cR.inAirMoveSpeedCurve.sample(cR.desiredMoveSpeed) * cR.inAirInputMultiplier
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cR.velocity.x = lerp(cR.velocity.x, cR.moveDirection.x * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta)
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cR.velocity.z = lerp(cR.velocity.z, cR.moveDirection.z * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta)
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if cR.velocity.length() > cR.maxSpeed:
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cR.velocity = cR.velocity.normalized() * cR.maxSpeed
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else:
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#accumulate desired speed for bunny hopping
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cR.desiredMoveSpeed = cR.velocity.length()
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if cR.desiredMoveSpeed >= cR.maxSpeed: cR.desiredMoveSpeed = cR.maxSpeed
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func jump():
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#manage the jump behaviour, depending of the different variables and states the character is
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var canJump : bool = false #jump condition
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#in air jump
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if !cR.is_on_floor():
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if !cR.coyoteJumpOn and cR.nbJumpsInAirAllowed > 0:
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cR.nbJumpsInAirAllowed -= 1
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cR.jumpCooldown = cR.jumpCooldownRef
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canJump = true
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if cR.coyoteJumpOn:
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cR.jumpCooldown = cR.jumpCooldownRef
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cR.coyoteJumpCooldown = -1.0 #so that the character cannot immediately make another coyote jump
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cR.coyoteJumpOn = false
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canJump = true
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#on floor jump
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if cR.is_on_floor():
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cR.jumpCooldown = cR.jumpCooldownRef
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canJump = true
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#jump buffering
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if cR.bufferedJump:
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cR.bufferedJump = false
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cR.nbJumpsInAirAllowed = cR.nbJumpsInAirAllowedRef
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#apply jump
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if canJump:
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cR.velocity.y = cR.jumpVelocity
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canJump = false
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