284 lines
8.2 KiB
GDScript
284 lines
8.2 KiB
GDScript
@tool
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class_name XRToolsMovementClimb
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extends XRToolsMovementProvider
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## XR Tools Movement Provider for Climbing
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##
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## This script provides climbing movement for the player. To add climbing
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## support, the player must also have [XRToolsFunctionPickup] nodes attached
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## to the left and right controllers, and an [XRToolsPlayerBody] under the
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## [XROrigin3D].
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##
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## Climbable objects can inherit from the climbable scene, or be [StaticBody]
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## objects with the [XRToolsClimbable] script attached to them.
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##
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## When climbing, the global velocity of the [XRToolsPlayerBody] is averaged,
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## and upon release the velocity is applied to the [XRToolsPlayerBody] with an
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## optional fling multiplier, so the player can fling themselves up walls if
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## desired.
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## Signal invoked when the player starts climing
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signal player_climb_start
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## Signal invoked when the player ends climbing
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signal player_climb_end
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## Distance at which grabs snap
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const SNAP_DISTANCE : float = 1.0
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## Movement provider order
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@export var order : int = 15
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## Push forward when flinging
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@export var forward_push : float = 1.0
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## Velocity multiplier when flinging up walls
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@export var fling_multiplier : float = 1.0
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## Averages for velocity measurement
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@export var velocity_averages : int = 5
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# Left climbing handle
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var _left_handle : Node3D
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# Right climbing handle
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var _right_handle : Node3D
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# Dominant handle (moving the player)
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var _dominant : Node3D
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# Velocity averager
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@onready var _averager := XRToolsVelocityAveragerLinear.new(velocity_averages)
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# Left pickup node
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@onready var _left_pickup_node := XRToolsFunctionPickup.find_left(self)
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# Right pickup node
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@onready var _right_pickup_node := XRToolsFunctionPickup.find_right(self)
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# Left controller
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@onready var _left_controller := XRHelpers.get_left_controller(self)
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# Right controller
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@onready var _right_controller := XRHelpers.get_right_controller(self)
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# Left collision hand
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@onready var _left_hand := XRToolsHand.find_left(self)
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# Right collision hand
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@onready var _right_hand := XRToolsHand.find_right(self)
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# Left collision hand
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@onready var _left_collision_hand := XRToolsCollisionHand.find_left(self)
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# Right collision hand
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@onready var _right_collision_hand := XRToolsCollisionHand.find_right(self)
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# Add support for is_xr_class on XRTools classes
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func is_xr_class(name : String) -> bool:
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return name == "XRToolsMovementClimb" or super(name)
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## Called when the node enters the scene tree for the first time.
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func _ready():
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# In Godot 4 we must now manually call our super class ready function
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super()
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# Do not initialise if in the editor
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if Engine.is_editor_hint():
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return
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# Connect pickup funcitons
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if _left_pickup_node.connect("has_picked_up", _on_left_picked_up):
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push_error("Unable to connect left picked up signal")
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if _right_pickup_node.connect("has_picked_up", _on_right_picked_up):
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push_error("Unable to connect right picked up signal")
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if _left_pickup_node.connect("has_dropped", _on_left_dropped):
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push_error("Unable to connect left dropped signal")
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if _right_pickup_node.connect("has_dropped", _on_right_dropped):
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push_error("Unable to connect right dropped signal")
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## Perform player physics movement
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func physics_movement(delta: float, player_body: XRToolsPlayerBody, disabled: bool):
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# Disable climbing if requested
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if disabled or !enabled:
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_set_climbing(false, player_body)
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return
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# Check for climbing handles being deleted while held
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if not is_instance_valid(_left_handle):
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_left_handle = null
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if not is_instance_valid(_right_handle):
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_right_handle = null
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if not is_instance_valid(_dominant):
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_dominant = null
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# Snap grabs if too far
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if _left_handle:
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var left_pickup_pos := _left_controller.global_position
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var left_grab_pos = _left_handle.global_position
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if left_pickup_pos.distance_to(left_grab_pos) > SNAP_DISTANCE:
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_left_pickup_node.drop_object()
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if _right_handle:
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var right_pickup_pos := _right_controller.global_position
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var right_grab_pos := _right_handle.global_position
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if right_pickup_pos.distance_to(right_grab_pos) > SNAP_DISTANCE:
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_right_pickup_node.drop_object()
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# Update climbing
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_set_climbing(_dominant != null, player_body)
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# Skip if not actively climbing
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if !is_active:
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return
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# Calculate how much the player has moved
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var offset := Vector3.ZERO
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if _dominant == _left_handle:
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var left_pickup_pos := _left_controller.global_position
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var left_grab_pos := _left_handle.global_position
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offset = left_pickup_pos - left_grab_pos
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elif _dominant == _right_handle:
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var right_pickup_pos := _right_controller.global_position
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var right_grab_pos := _right_handle.global_position
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offset = right_pickup_pos - right_grab_pos
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# Move the player by the offset
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var old_position := player_body.global_position
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player_body.move_and_collide(-offset)
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player_body.velocity = Vector3.ZERO
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# Update the players average-velocity data
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var distance := player_body.global_position - old_position
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_averager.add_distance(delta, distance)
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# Report exclusive motion performed (to bypass gravity)
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return true
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## Start or stop climbing
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func _set_climbing(active: bool, player_body: XRToolsPlayerBody) -> void:
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# Skip if no change
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if active == is_active:
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return
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# Update state
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is_active = active
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# Handle state change
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if is_active:
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_averager.clear()
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player_body.override_player_height(self, 0.0)
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emit_signal("player_climb_start")
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else:
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# Calculate the forward direction (based on camera-forward)
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var dir_forward = -player_body.camera_node.global_transform.basis.z \
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.slide(player_body.up_player) \
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.normalized()
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# Set player velocity based on averaged velocity, fling multiplier,
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# and a forward push
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var velocity := _averager.velocity()
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player_body.velocity = (velocity * fling_multiplier) + (dir_forward * forward_push)
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player_body.override_player_height(self)
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emit_signal("player_climb_end")
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## Handler for left controller picked up
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func _on_left_picked_up(what : Node3D) -> void:
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# Get the climbable
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var climbable = what as XRToolsClimbable
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if not climbable:
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return
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# Get the handle
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_left_handle = climbable.get_grab_handle(_left_pickup_node)
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if not _left_handle:
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return
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# Switch dominance to the left handle
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_dominant = _left_handle
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# If collision hands present then target the handle
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if _left_collision_hand:
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_left_collision_hand.add_target_override(_left_handle, 0)
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elif _left_hand:
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_left_hand.add_target_override(_left_handle, 0)
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## Handler for right controller picked up
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func _on_right_picked_up(what : Node3D) -> void:
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# Get the climbable
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var climbable = what as XRToolsClimbable
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if not climbable:
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return
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# Get the handle
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_right_handle = climbable.get_grab_handle(_right_pickup_node)
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if not _right_handle:
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return
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# Switch dominance to the right handle
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_dominant = _right_handle
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# If collision hands present then target the handle
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if _right_collision_hand:
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_right_collision_hand.add_target_override(_right_handle, 0)
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elif _right_hand:
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_right_hand.add_target_override(_right_handle, 0)
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## Handler for left controller dropped
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func _on_left_dropped() -> void:
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# If collision hands present then clear handle target
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if _left_collision_hand:
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_left_collision_hand.remove_target_override(_left_handle)
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if _left_hand:
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_left_hand.remove_target_override(_left_handle)
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# Release handle and transfer dominance
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_left_handle = null
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_dominant = _right_handle
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## Handler for righ controller dropped
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func _on_right_dropped() -> void:
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# If collision hands present then clear handle target
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if _right_collision_hand:
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_right_collision_hand.remove_target_override(_right_handle)
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if _right_hand:
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_right_hand.remove_target_override(_right_handle)
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# Release handle and transfer dominance
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_right_handle = null
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_dominant = _left_handle
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# This method verifies the movement provider has a valid configuration.
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := super()
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# Verify the left controller pickup
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if !XRToolsFunctionPickup.find_left(self):
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warnings.append("Unable to find left XRToolsFunctionPickup node")
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# Verify the right controller pickup
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if !XRToolsFunctionPickup.find_right(self):
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warnings.append("Unable to find right XRToolsFunctionPickup node")
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# Verify velocity averages
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if velocity_averages < 2:
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warnings.append("Minimum of 2 velocity averages needed")
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# Return warnings
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return warnings
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