67 lines
2.6 KiB
GDScript
67 lines
2.6 KiB
GDScript
extends State
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class_name IdleState
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var state_name : String = "Idle"
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var play_char : CharacterBody3D
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func enter(char_ref : CharacterBody3D) -> void:
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#pass play char reference
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play_char = char_ref
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verifications()
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func verifications() -> void:
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#manage the appliements that need to be set at the start of the state
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#play_char.godot_plush_skin.set_state("idle")
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play_char.floor_snap_length = 1.0
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if play_char.jump_cooldown > 0.0: play_char.jump_cooldown = -1.0
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if play_char.nb_jumps_in_air_allowed < play_char.nb_jumps_in_air_allowed_ref: play_char.nb_jumps_in_air_allowed = play_char.nb_jumps_in_air_allowed_ref
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if play_char.coyote_jump_cooldown < play_char.coyote_jump_cooldown_ref: play_char.coyote_jump_cooldown = play_char.coyote_jump_cooldown_ref
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if play_char.has_cut_jump: play_char.has_cut_jump = false
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#if play_char.movement_dust.emitting: play_char.movement_dust.emitting = false
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func physics_update(delta : float) -> void:
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applies()
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play_char.gravity_apply(delta)
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input_management()
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move(delta)
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func applies() -> void:
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#manage the appliements and state transitions that needs to be sets/checked/performed
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#every time the play char pass through one of the following : floor-inair-onwall
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if !play_char.is_on_floor() and !play_char.is_on_wall():
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transitioned.emit(self, "InairState")
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if play_char.is_on_floor():
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if play_char.jump_buff_on:
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play_char.buffered_jump = true
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play_char.jump_buff_on = false
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transitioned.emit(self, "JumpState")
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func input_management() -> void:
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#manage the state transitions depending on the actions inputs
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if Input.is_action_pressed(play_char.jump_action) if play_char.auto_jump else Input.is_action_just_pressed(play_char.jump_action):
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transitioned.emit(self, "JumpState")
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if Input.is_action_just_pressed(play_char.run_action):
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if play_char.walk_or_run == "WalkState": play_char.walk_or_run = "RunState"
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elif play_char.walk_or_run == "RunState": play_char.walk_or_run = "WalkState"
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func move(delta : float) -> void:
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#manage the character movement
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#get the move direction depending on the input
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play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y)
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if play_char.move_dir and play_char.is_on_floor():
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#transition to corresponding state
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transitioned.emit(self, play_char.walk_or_run)
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else:
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#apply smooth stop
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play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)
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