7 Commits
1.2 ... 2.0

Author SHA1 Message Date
88db434420 * delta 2023-01-27 09:54:22 +01:00
ca59509782 fixed bugs and cleaned code 2023-01-27 09:27:24 +01:00
db124a0776 added information alert 2023-01-27 09:25:41 +01:00
0e10367fc9 added controller support 2023-01-27 09:05:12 +01:00
6538bf5f7f reverted unknown change 2023-01-24 13:41:50 +01:00
17b2fd0817 big performance improvement 2023-01-24 13:41:25 +01:00
Yannik
983dbf978f Update readme.md 2023-01-13 23:13:01 +01:00
6 changed files with 94 additions and 48 deletions

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.13">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>

View File

@@ -0,0 +1,7 @@
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>gd-mono-thirdpersoncontroller</RootNamespace>
</PropertyGroup>
</Project>

View File

@@ -29,37 +29,66 @@ window/stretch/aspect="expand"
project/assembly_name="gd-mono-thirdpersoncontroller"
[editor]
export/convert_text_resources_to_binary=true
[input]
move_jump={
"deadzone": 0.5,
"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)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"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)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
]
}
move_right={
"deadzone": 0.5,
"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)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
]
}
move_forward={
"deadzone": 0.5,
"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)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
]
}
move_backward={
"deadzone": 0.5,
"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)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
]
}
move_jump={
gp_cam_left={
"deadzone": 0.5,
"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)
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":-1.0,"script":null)
]
}
gp_cam_right={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":2,"axis_value":1.0,"script":null)
]
}
gp_cam_up={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":-1.0,"script":null)
]
}
gp_cam_down={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":3,"axis_value":1.0,"script":null)
]
}
fullscreen={
"deadzone": 0.5,
"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)
, 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)
, 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)
]
}
uncapture_mouse={
@@ -71,12 +100,9 @@ uncapture_mouse={
[physics]
3d/run_on_separate_thread=true
3d/default_gravity=12.0
[rendering]
lights_and_shadows/directional_shadow/size=6144
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5
anti_aliasing/quality/msaa_3d=2
anti_aliasing/quality/screen_space_aa=1
occlusion_culling/use_occlusion_culling=true

View File

@@ -2,4 +2,6 @@
This is a working thirdperson controller made in the mono version of godot with C# <br>
Currently running in Godot 4 beta 10<br>
<br>
Demo video: https://www.youtube.com/watch?v=qTzU90Vj3Nw
Demo video: https://www.youtube.com/watch?v=qTzU90Vj3Nw<br>
<br>
<img width="200px" src="https://raw.githubusercontent.com/vaporvee/gd-mono-thirdpersoncontroller/master/icon.png">

View File

@@ -2,18 +2,40 @@ using Godot;
public partial class player : CharacterBody3D
{
public Vector3 direction;
public Vector2 gpCamVector;
public bool gamepadMode;
[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 = -50f;
[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
[Export(PropertyHint.Range, "0.1,1.0")] float camSensitivity = 0.3f;
[Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f;
[Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f;
public override void _Process(double delta)
{
//uncapturing the mouse disables player movement but still simulates gravity
//uncapturing the mouse disables PC 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;
/**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway
maybe rotate extra collisions separately for invisible lag that may occur**/
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
}
//camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput)
gpCamVector = Input.GetVector("gp_cam_left", "gp_cam_right", "gp_cam_up", "gp_cam_down");
if(gpCamVector != Vector2.Zero)
{
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
camRot.y -= gpCamVector.x * camSensitivity * (float)delta * 500;
camRot.x -= gpCamVector.y * camSensitivity * (float)delta * 500;
camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
}
}
public override void _PhysicsProcess(double delta)
{
@@ -22,19 +44,15 @@ public partial class player : CharacterBody3D
if (!IsOnFloor())
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)
if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
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(); //rotates the input direction with camera rotation
if (direction != Vector3.Zero)
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 && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
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);
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
velocity.x = direction.x * speed * (float)delta * 60;
velocity.z = direction.z * speed * (float)delta * 60;
}
else
{
@@ -46,13 +64,14 @@ public partial class player : CharacterBody3D
}
public override void _Input(InputEvent @event)
{
gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion;
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
{
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); //prevents camera from going endlessly around the player
camRot.y -= mouseMotion.Relative.x * camSensitivity;
camRot.x -= mouseMotion.Relative.y * camSensitivity;
}
camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
}
}
}

View File

@@ -3,17 +3,9 @@ using System;
public partial class window : Node
{
public override async void _Ready()
public override void _Ready()
{
/* VSync should be used because needing to change the PhysicsTicksPerSecond in _Process takes CPU ussage
* You could also just set max FPS and delte this fix
*/
await ToSignal(GetTree().CreateTimer(1.5f), "timeout");//waits until the game has loaded some time
if (Engine.PhysicsTicksPerSecond != (int)Engine.GetFramesPerSecond())
{
Engine.PhysicsTicksPerSecond = (int)Engine.GetFramesPerSecond(); //PhysicsTicksPerSecond have to be the same value like current FPS or the movement will lagg
GD.Print("Set PhysicsTicksPerSecond to: " + Engine.PhysicsTicksPerSecond);
}
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");
}
public override void _Process(double delta)
{