170 lines
5.2 KiB
GDScript
170 lines
5.2 KiB
GDScript
@tool
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class_name XRToolsMovementSprint
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extends XRToolsMovementProvider
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## XR Tools Movement Provider for Sprinting
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##
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## This script provides sprinting movement for the player. It assumes there is
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## a direct movement node in the scene otherwise it will not be functional.
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##
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## There will not be an error, there just will not be any reason for it to
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## have any impact on the player. This node should be a direct child of
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## the [XROrigin3D] node rather than to a specific [XRController3D].
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## Signal emitted when sprinting starts
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signal sprinting_started()
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## Signal emitted when sprinting finishes
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signal sprinting_finished()
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## Enumeration of controller to use for triggering sprinting. This allows the
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## developer to assign the sprint button to either controller.
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enum SprintController {
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LEFT, ## Use left controller
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RIGHT, ## Use right controler
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}
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## Enumeration of sprinting modes - toggle or hold button
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enum SprintType {
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HOLD_TO_SPRINT, ## Hold button to sprint
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TOGGLE_SPRINT, ## Toggle sprinting on button press
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}
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## Type of sprinting
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@export var sprint_type : SprintType = SprintType.HOLD_TO_SPRINT
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## Sprint speed multiplier (multiplier from speed set by direct movement node(s))
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@export_range(1.0, 4.0) var sprint_speed_multiplier : float = 2.0
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## Movement provider order
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@export var order : int = 11
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## Sprint controller
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@export var controller : SprintController = SprintController.LEFT
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## Sprint button
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@export var sprint_button : String = "primary_click"
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# Sprint controller
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var _controller : XRController3D
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# Sprint button down state
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var _sprint_button_down : bool = false
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# Variable to hold left controller direct movement node original max speed
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var _left_controller_original_max_speed : float = 0.0
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# Variable to hold right controller direct movement node original max speed
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var _right_controller_original_max_speed : float = 0.0
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# Variable used to cache left controller direct movement function, if any
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@onready var _left_controller_direct_move := XRToolsMovementDirect.find_left(self)
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# Variable used to cache right controller direct movement function, if any
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@onready var _right_controller_direct_move := XRToolsMovementDirect.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 == "XRToolsMovementSprint" or super(name)
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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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# Get the sprinting controller
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if controller == SprintController.LEFT:
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_controller = XRHelpers.get_left_controller(self)
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else:
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_controller = XRHelpers.get_right_controller(self)
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# Perform sprinting
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func physics_movement(_delta: float, _player_body: XRToolsPlayerBody, disabled: bool):
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# Skip if the controller isn't active or is not enabled
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if !_controller.get_is_active() or disabled == true or !enabled:
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set_sprinting(false)
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return
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# Detect sprint button down and pressed states
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var sprint_button_down := _controller.is_button_pressed(sprint_button)
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var sprint_button_pressed := sprint_button_down and !_sprint_button_down
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_sprint_button_down = sprint_button_down
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# Calculate new sprinting state
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var sprinting := is_active
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match sprint_type:
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SprintType.HOLD_TO_SPRINT:
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# Sprint when button down
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sprinting = sprint_button_down
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SprintType.TOGGLE_SPRINT:
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# Toggle when button pressed
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if sprint_button_pressed:
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sprinting = !sprinting
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# Update sprinting state
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if sprinting != is_active:
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set_sprinting(sprinting)
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# Public function used to set sprinting active or not active
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func set_sprinting(active: bool) -> 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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# We are sprinting
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emit_signal("sprinting_started")
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# Since max speeds could be changed while game is running, check
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# now for original max speeds of left and right nodes
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if _left_controller_direct_move:
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_left_controller_original_max_speed = _left_controller_direct_move.max_speed
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if _right_controller_direct_move:
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_right_controller_original_max_speed = _right_controller_direct_move.max_speed
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# Set both controllers' direct movement functions, if appliable, to
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# the sprinting speed
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if _left_controller_direct_move:
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_left_controller_direct_move.max_speed = \
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_left_controller_original_max_speed * sprint_speed_multiplier
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if _right_controller_direct_move:
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_right_controller_direct_move.max_speed = \
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_right_controller_original_max_speed * sprint_speed_multiplier
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else:
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# We are not sprinting
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emit_signal("sprinting_finished")
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# Set both controllers' direct movement functions, if applicable, to
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# their original speeds
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if _left_controller_direct_move:
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_left_controller_direct_move.max_speed = _left_controller_original_max_speed
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if _right_controller_direct_move:
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_right_controller_direct_move.max_speed = _right_controller_original_max_speed
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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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# Make sure player has at least one direct movement node
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if !XRToolsMovementDirect.find_left(self) and !XRToolsMovementDirect.find_right(self):
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warnings.append("Player missing XRToolsMovementDirect nodes")
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# Return warnings
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return warnings
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