game/player_controller.gd

213 lines
5.8 KiB
GDScript

class_name PlayerController extends Node3D
##
## Supported selection input devices.
##
enum SelectMode {
NONE,
MOUSE,
}
##
## The device being used for selection has changed.
##
signal select_mode_changed(mode: SelectMode)
##
## Selection of a point on screenspace has started happening.
##
signal selection_started()
##
## Selection of a point on screenspace has stopped happening.
##
signal selection_stopped()
const _BACKWARD := "player_controller_backward"
const _FORWARD := "player_controller_forward"
const _LEFT := "player_controller_left"
const _RIGHT := "player_controller_right"
const _ROTATE_CCW := "player_controller_rotate_ccw"
const _ROTATE_CW := "player_controller_rotate_cw"
const _DRAG_SPEED_BASE_MODIFIER := 0.15
const _MOVE_SMOOTHING := 0.5
const _MOVE_SPEED_BASE_MODIFIER := 50.0
const _ROTATE_SPEED_BASE := 5.0
const _TRANSFORM_DELTA := 10.0
@export
var _camera: Camera3D = null
var _control_override_count := 0
var _cursor_point := Vector2.ZERO
var _is_drag_panning := false
var _is_selecting := false
var _select_mode := SelectMode.NONE
@export
var _selection_area: Control = null
@onready
var _target_position := position
@onready
var _target_orientation := global_rotation.y
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
match event.button_index:
MOUSE_BUTTON_MIDDLE:
_is_drag_panning = event.is_pressed() and not(is_frozen())
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
_is_drag_panning else Input.MOUSE_MODE_VISIBLE
MOUSE_BUTTON_LEFT:
_is_selecting = event.is_pressed()
if _is_selecting:
selection_started.emit()
else:
selection_stopped.emit()
return
if (event is InputEventMouseMotion) and _is_drag_panning:
var global_basis := global_transform.basis
var camera_settings := GameSettings.camera_settings
var dampened_speed := camera_settings.movement_speed_modifier * _DRAG_SPEED_BASE_MODIFIER
_target_position += dampened_speed.y * (-global_basis.z) *\
event.relative.y * (-1.0 if camera_settings.is_y_inverted else 1.0)
_target_position += dampened_speed.x * (-global_basis.x) *\
event.relative.x * (-1.0 if camera_settings.is_x_inverted else 1.0)
return
if event is InputEventScreenDrag:
return
if event is InputEventScreenTouch:
return
func _process(delta: float) -> void:
if not(is_frozen()):
var global_basis := global_transform.basis
var camera_settings := GameSettings.camera_settings
var delta_speed :=\
camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta
_target_position += delta_speed.y * (-global_basis.z) *\
(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\
(-1.0 if camera_settings.is_y_inverted else 1.0)
_target_position += delta_speed.x * (-global_basis.x) *\
(Input.get_action_strength(_LEFT) - Input.get_action_strength(_RIGHT)) *\
(-1.0 if camera_settings.is_y_inverted else 1.0)
_target_orientation += (Input.get_action_strength(_ROTATE_CCW) -\
Input.get_action_strength(_ROTATE_CW)) * _ROTATE_SPEED_BASE *\
camera_settings.rotation_speed_modifier * delta
global_transform = global_transform.interpolate_with(
Transform3D(Basis(Vector3.UP, _target_orientation), _target_position),
delta * _TRANSFORM_DELTA * _MOVE_SMOOTHING)
match _select_mode:
SelectMode.NONE:
_cursor_point = get_viewport().size / 2.0
SelectMode.MOUSE:
_cursor_point = get_viewport().get_mouse_position()
func _ready() -> void:
if _selection_area != null:
_selection_area.mouse_entered.connect(func () -> void:
if _select_mode != SelectMode.MOUSE:
_select_mode = SelectMode.MOUSE
select_mode_changed.emit(SelectMode.MOUSE))
_selection_area.mouse_exited.connect(func () -> void:
if _select_mode != SelectMode.NONE:
_select_mode = SelectMode.NONE
select_mode_changed.emit(SelectMode.NONE))
##
## Returns the position of the selection cursor with respect to the select current mode being used.
##
## When a mouse input device is being used, this will be its location in screen coordinates. For
## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
## states - including gamepad - this will be the middle of screenspace at all times.
##
func get_cursor_point() -> Vector2:
return _cursor_point
func is_frozen() -> bool:
assert(_control_override_count > -1, "control override count cannot be less than 0")
return _control_override_count != 0
##
##
##
func in_select_area() -> bool:
return _select_mode != SelectMode.NONE
##
## Returns [code]true[/code] if the player controller is currently selecting a location on the
## screen, otherwise [code]false[/code].
##
## *Note* that it is discouraged that this be continuously polled for single-fire events. Instead,
## see [signal selection_started] and [signal selection_stopped].
##
func is_selecting() -> bool:
return _is_selecting
##
##
##
func override_controls(unlock_signal: Signal) -> void:
assert(_control_override_count > -1, "control override count cannot be less than 0")
_control_override_count += 1
unlock_signal.connect(func () -> void:
assert(_control_override_count > 0, "control override count cannot be less than 1")
_control_override_count -= 1, Object.CONNECT_ONE_SHOT)
##
## Attempts to convert the screen coordinates in [code]screen_point[/code] into 2D worldspace
## coordinate relative to an infinite ground plane at y offset [code]0.0[/code].
##
## Successful point intersection will return the plane coordinates in a [class Vector2], otherwise
## [code]null[/code] is returned.
##
func screen_to_plane(screen_point: Vector2) -> Variant:
if _camera != null:
var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
_camera.global_position, _camera.project_ray_normal(screen_point))
if plane_target is Vector3:
return Vector2(plane_target.x, plane_target.z)
return null