Files
2026-07-21 00:27:17 +07:00

84 lines
2.8 KiB
GDScript

extends State
class_name IdleState
var stateName : String = "Idle"
var cR : CharacterBody3D
func enter(char_ref : CharacterBody3D):
#pass play char reference
cR = char_ref
verifications()
func verifications():
#manage the appliements that need to be set at the start of the state
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():
#manage the appliements and state transitions that needs to be sets/checked/performed
#every time the play char pass through one of the following : floor-inair-onwall
if !cR.is_on_floor() and !cR.is_on_wall():
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):
#manage the appliements of things that needs to be set/checked/performed every frame
if cR.hitGroundCooldown > 0.0: cR.hitGroundCooldown -= 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():
#manage the state transitions depending on the actions inputs
if Input.is_action_just_pressed(cR.jumpAction):
transitioned.emit(self, "JumpState")
if Input.is_action_just_pressed(cR.crouchAction):
transitioned.emit(self, "CrouchState")
if Input.is_action_just_pressed(cR.runAction):
if cR.walkOrRun == "WalkState": cR.walkOrRun = "RunState"
elif cR.walkOrRun == "RunState": cR.walkOrRun = "WalkState"
func move(delta : float):
#manage the character movement
#direction input
cR.inputDirection = Input.get_vector(cR.moveLeftAction, cR.moveRightAction, cR.moveForwardAction, cR.moveBackwardAction)
#get the move direction depending on the input
cR.moveDirection = (cR.camHolder.global_basis * Vector3(cR.inputDirection.x, 0.0, cR.inputDirection.y)).normalized()
if cR.moveDirection and cR.is_on_floor():
#transition to corresponding state
transitioned.emit(self, cR.walkOrRun)
else:
#apply smooth stop
cR.velocity.x = lerp(cR.velocity.x, 0.0, cR.moveDeccel * delta)
cR.velocity.z = lerp(cR.velocity.z, 0.0, cR.moveDeccel * delta)
#cancel desired move speed accumulation if the timer has elapsed (is up)
if cR.hitGroundCooldown <= 0: cR.desiredMoveSpeed = cR.velocity.length()
#set to ensure the character don't exceed the max speed authorized
if cR.desiredMoveSpeed >= cR.maxSpeed: cR.desiredMoveSpeed = cR.maxSpeed