Compare commits
7 Commits
Author | SHA1 | Date | |
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88db434420 | |||
ca59509782 | |||
db124a0776 | |||
0e10367fc9 | |||
6538bf5f7f | |||
17b2fd0817 | |||
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983dbf978f |
@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.13">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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7
gd-mono-thirdpersoncontroller.csproj.old
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7
gd-mono-thirdpersoncontroller.csproj.old
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@@ -0,0 +1,7 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>gd-mono-thirdpersoncontroller</RootNamespace>
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</PropertyGroup>
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</Project>
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@@ -29,37 +29,66 @@ window/stretch/aspect="expand"
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project/assembly_name="gd-mono-thirdpersoncontroller"
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project/assembly_name="gd-mono-thirdpersoncontroller"
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[editor]
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export/convert_text_resources_to_binary=true
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[input]
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[input]
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move_jump={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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move_left={
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move_left={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
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]
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]
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}
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}
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move_right={
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move_right={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
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]
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]
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}
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}
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move_forward={
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move_forward={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
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]
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]
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}
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}
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move_backward={
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move_backward={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
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]
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]
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}
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}
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move_jump={
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gp_cam_left={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":-1.0,"script":null)
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]
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}
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gp_cam_right={
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":1.0,"script":null)
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]
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}
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gp_cam_up={
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":-1.0,"script":null)
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]
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}
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gp_cam_down={
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":1.0,"script":null)
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]
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]
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}
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}
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fullscreen={
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fullscreen={
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"deadzone": 0.5,
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194342,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194342,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":0,"unicode":0,"echo":false,"script":null)
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]
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]
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}
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}
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uncapture_mouse={
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uncapture_mouse={
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@@ -71,12 +100,9 @@ uncapture_mouse={
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[physics]
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[physics]
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3d/run_on_separate_thread=true
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3d/default_gravity=12.0
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3d/default_gravity=12.0
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[rendering]
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[rendering]
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lights_and_shadows/directional_shadow/size=6144
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lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5
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anti_aliasing/quality/msaa_3d=2
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anti_aliasing/quality/screen_space_aa=1
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occlusion_culling/use_occlusion_culling=true
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occlusion_culling/use_occlusion_culling=true
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@@ -2,4 +2,6 @@
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This is a working thirdperson controller made in the mono version of godot with C# <br>
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This is a working thirdperson controller made in the mono version of godot with C# <br>
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Currently running in Godot 4 beta 10<br>
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Currently running in Godot 4 beta 10<br>
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<br>
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<br>
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Demo video: https://www.youtube.com/watch?v=qTzU90Vj3Nw
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Demo video: https://www.youtube.com/watch?v=qTzU90Vj3Nw<br>
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<br>
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<img width="200px" src="https://raw.githubusercontent.com/vaporvee/gd-mono-thirdpersoncontroller/master/icon.png">
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@@ -2,18 +2,40 @@ using Godot;
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public partial class player : CharacterBody3D
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public partial class player : CharacterBody3D
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{
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{
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public Vector3 direction;
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public Vector2 gpCamVector;
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public bool gamepadMode;
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[Export] float speed = 5.0f;
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[Export] float speed = 5.0f;
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[Export] float jumpVelocity = 5f;
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[Export] float jumpVelocity = 5f;
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[Export] float gravity = 14f;
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[Export] float gravity = 14f;
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[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
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[Export(PropertyHint.Range, "0.1,1.0")] float camSensitivity = 0.3f;
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[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -50f;
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[Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f;
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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//uncapturing the mouse disables player movement but still simulates gravity
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//uncapturing the mouse disables PC movement but still simulates gravity
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
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/**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway
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maybe rotate extra collisions separately for invisible lag that may occur**/
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if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
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{
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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//camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput)
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gpCamVector = Input.GetVector("gp_cam_left", "gp_cam_right", "gp_cam_up", "gp_cam_down");
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if(gpCamVector != Vector2.Zero)
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{
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= gpCamVector.x * camSensitivity * (float)delta * 500;
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camRot.x -= gpCamVector.y * camSensitivity * (float)delta * 500;
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camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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}
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public override void _PhysicsProcess(double delta)
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public override void _PhysicsProcess(double delta)
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{
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{
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@@ -22,19 +44,15 @@ public partial class player : CharacterBody3D
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if (!IsOnFloor())
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if (!IsOnFloor())
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velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
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velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
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velocity.y = jumpVelocity;
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velocity.y = jumpVelocity;
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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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
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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
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if (direction != Vector3.Zero)
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if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
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{
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{
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velocity.x = direction.x * speed;
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velocity.x = direction.x * speed * (float)delta * 60;
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velocity.z = direction.z * speed;
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velocity.z = direction.z * speed * (float)delta * 60;
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//Rotating the body mesh to movement
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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}
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else
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else
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{
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{
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@@ -46,13 +64,14 @@ public partial class player : CharacterBody3D
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}
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}
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public override void _Input(InputEvent @event)
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public override void _Input(InputEvent @event)
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{
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{
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gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion;
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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{
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{
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= mouseMotion.Relative.x * camSensitivity;
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camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
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camRot.x -= mouseMotion.Relative.y * camSensitivity;
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camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
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}
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
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camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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}
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}
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}
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@@ -3,17 +3,9 @@ using System;
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public partial class window : Node
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public partial class window : Node
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{
|
{
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public override async void _Ready()
|
public override void _Ready()
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{
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{
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/* VSync should be used because needing to change the PhysicsTicksPerSecond in _Process takes CPU ussage
|
OS.Alert("Make sure that you either capture your mouse or play with a gamepad. Jump with space or bottom gamepad face button. Remove this message in window.cs - vaporvee.com","Information");
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* You could also just set max FPS and delte this fix
|
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*/
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await ToSignal(GetTree().CreateTimer(1.5f), "timeout");//waits until the game has loaded some time
|
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if (Engine.PhysicsTicksPerSecond != (int)Engine.GetFramesPerSecond())
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{
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Engine.PhysicsTicksPerSecond = (int)Engine.GetFramesPerSecond(); //PhysicsTicksPerSecond have to be the same value like current FPS or the movement will lagg
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GD.Print("Set PhysicsTicksPerSecond to: " + Engine.PhysicsTicksPerSecond);
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}
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|
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}
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}
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public override void _Process(double delta)
|
public override void _Process(double delta)
|
||||||
{
|
{
|
||||||
|
Reference in New Issue
Block a user