cleaned up project
This commit is contained in:
@@ -1,49 +0,0 @@
|
||||
[preset.0]
|
||||
|
||||
name="Windows Desktop"
|
||||
platform="Windows Desktop"
|
||||
runnable=true
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="../../../Desktop/test3dproject.exe"
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
script_export_mode=1
|
||||
script_encryption_key=""
|
||||
|
||||
[preset.0.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_script=2
|
||||
binary_format/embed_pck=true
|
||||
texture_format/bptc=false
|
||||
texture_format/s3tc=true
|
||||
texture_format/etc=false
|
||||
texture_format/etc2=false
|
||||
texture_format/no_bptc_fallbacks=true
|
||||
binary_format/architecture="x86_64"
|
||||
codesign/enable=false
|
||||
codesign/identity_type=0
|
||||
codesign/identity=""
|
||||
codesign/password=""
|
||||
codesign/timestamp=true
|
||||
codesign/timestamp_server_url=""
|
||||
codesign/digest_algorithm=1
|
||||
codesign/description=""
|
||||
codesign/custom_options=PackedStringArray()
|
||||
application/modify_resources=true
|
||||
application/icon=""
|
||||
application/console_wrapper_icon=""
|
||||
application/icon_interpolation=4
|
||||
application/file_version=""
|
||||
application/product_version=""
|
||||
application/company_name=""
|
||||
application/product_name=""
|
||||
application/file_description=""
|
||||
application/copyright=""
|
||||
application/trademarks=""
|
@@ -10,16 +10,16 @@ config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="test 3d project"
|
||||
config/name="Godot Mono Thirdpersoncontroller"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.0", "C#", "Forward Plus")
|
||||
config/features=PackedStringArray("4.0", "Forward Plus")
|
||||
run/max_fps=144
|
||||
boot_splash/show_image=false
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[autoload]
|
||||
|
||||
Essential="*res://src/essential.cs"
|
||||
GlobalWindow="*res://src/window.cs"
|
||||
|
||||
[display]
|
||||
|
||||
|
@@ -1,8 +1,6 @@
|
||||
[gd_scene load_steps=16 format=3 uid="uid://dqyb5g1lyurfj"]
|
||||
[gd_scene load_steps=12 format=3 uid="uid://dqyb5g1lyurfj"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://b2ncexsbkd2ca" path="res://scenes/player.tscn" id="1_1hi18"]
|
||||
[ext_resource type="Shader" uid="uid://v3mxp45i58ws" path="res://shader/debug2.tres" id="1_b4a1p"]
|
||||
[ext_resource type="Shader" uid="uid://ce67ji5dkjiiv" path="res://shader/debug1.tres" id="2_3p2fh"]
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_rubfc"]
|
||||
ground_bottom_color = Color(0.87451, 0.952941, 1, 1)
|
||||
@@ -20,24 +18,12 @@ ssr_fade_out = 2.21914
|
||||
|
||||
[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_0vf24"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_0qhj1"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_b4a1p")
|
||||
shader_parameter/ColorParameter = null
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_hmqcx"]
|
||||
material = SubResource("ShaderMaterial_0qhj1")
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_bxkt8"]
|
||||
size = Vector3(1, 1, 1.24943)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2hee6"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("2_3p2fh")
|
||||
shader_parameter/ColorParameter = null
|
||||
|
||||
[sub_resource type="PlaneMesh" id="PlaneMesh_p3q8d"]
|
||||
material = SubResource("ShaderMaterial_2hee6")
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_pxtb0"]
|
||||
size = Vector3(1.994, 0.048, 2)
|
||||
|
@@ -1,29 +0,0 @@
|
||||
[gd_resource type="VisualShader" load_steps=2 format=3 uid="uid://ce67ji5dkjiiv"]
|
||||
|
||||
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_fmfod"]
|
||||
expanded_output_ports = [0]
|
||||
parameter_name = "ColorParameter"
|
||||
default_value_enabled = true
|
||||
default_value = Color(0, 0.588235, 0.133333, 1)
|
||||
|
||||
[resource]
|
||||
code = "shader_type spatial;
|
||||
uniform vec4 ColorParameter : source_color = vec4(0.000000, 0.588235, 0.133333, 1.000000);
|
||||
|
||||
|
||||
|
||||
void fragment() {
|
||||
// ColorParameter:2
|
||||
vec4 n_out2p0 = ColorParameter;
|
||||
|
||||
|
||||
// Output:0
|
||||
ALBEDO = vec3(n_out2p0.xyz);
|
||||
|
||||
|
||||
}
|
||||
"
|
||||
graph_offset = Vector2(-264.241, 71.7383)
|
||||
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_fmfod")
|
||||
nodes/fragment/2/position = Vector2(-29.888, 299)
|
||||
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0)
|
@@ -1,28 +0,0 @@
|
||||
[gd_resource type="VisualShader" load_steps=2 format=3 uid="uid://v3mxp45i58ws"]
|
||||
|
||||
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_k6e5s"]
|
||||
parameter_name = "ColorParameter"
|
||||
default_value_enabled = true
|
||||
default_value = Color(0.8, 0.0470588, 0.0941176, 1)
|
||||
|
||||
[resource]
|
||||
code = "shader_type spatial;
|
||||
uniform vec4 ColorParameter : source_color = vec4(0.800000, 0.047059, 0.094118, 1.000000);
|
||||
|
||||
|
||||
|
||||
void fragment() {
|
||||
// ColorParameter:2
|
||||
vec4 n_out2p0 = ColorParameter;
|
||||
|
||||
|
||||
// Output:0
|
||||
ALBEDO = vec3(n_out2p0.xyz);
|
||||
|
||||
|
||||
}
|
||||
"
|
||||
graph_offset = Vector2(-257.485, 76.9995)
|
||||
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_k6e5s")
|
||||
nodes/fragment/2/position = Vector2(-2, 329)
|
||||
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0)
|
@@ -1,17 +1,17 @@
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public partial class player : CharacterBody3D
|
||||
{
|
||||
[Export] float Speed = 5.0f;
|
||||
[Export] float JumpVelocity = 5f;
|
||||
[Export] float speed = 5.0f;
|
||||
[Export] float jumpVelocity = 5f;
|
||||
[Export] float gravity = 14f;
|
||||
[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
|
||||
[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -90f;
|
||||
[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
|
||||
[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 90f;
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
//uncapturing the mouse disables player movement but still simulates gravity
|
||||
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
|
||||
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
|
||||
}
|
||||
@@ -20,25 +20,26 @@ public partial class player : CharacterBody3D
|
||||
Vector3 velocity = Velocity;
|
||||
|
||||
if (!IsOnFloor())
|
||||
velocity.y -= gravity * (float)delta;
|
||||
velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
|
||||
|
||||
if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured)
|
||||
velocity.y = JumpVelocity;
|
||||
velocity.y = jumpVelocity;
|
||||
|
||||
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
|
||||
Vector3 direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized();
|
||||
Vector3 direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.x = direction.x * Speed;
|
||||
velocity.z = direction.z * Speed;
|
||||
velocity.x = direction.x * speed;
|
||||
velocity.z = direction.z * speed;
|
||||
//Rotating the body mesh to movement
|
||||
Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
|
||||
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * Speed);
|
||||
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
|
||||
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
|
||||
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
|
||||
velocity.x = Mathf.MoveToward(Velocity.x, 0, speed);
|
||||
velocity.z = Mathf.MoveToward(Velocity.z, 0, speed);
|
||||
}
|
||||
Velocity = velocity;
|
||||
MoveAndSlide();
|
||||
@@ -50,7 +51,7 @@ public partial class player : CharacterBody3D
|
||||
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
|
||||
camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
|
||||
camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
|
||||
camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch);
|
||||
camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
|
||||
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
|
||||
}
|
||||
}
|
||||
|
@@ -1,7 +1,7 @@
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public partial class essential : Node
|
||||
public partial class window : Node
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
@@ -1,7 +0,0 @@
|
||||
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.6">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
<RootNamespace>test3dproject</RootNamespace>
|
||||
</PropertyGroup>
|
||||
</Project>
|
Reference in New Issue
Block a user