40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using System.Collections.Generic;
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using Godot;
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using KarrotStarterTemplate.Common.CameraController;
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using KarrotStarterTemplate.Common.CharacterMovement;
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namespace KarrotStarterTemplate.Entities.Player;
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public partial class Player : CharacterBody3D
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{
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private CharacterMovementController _movementController;
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private CharacterCameraController _cameraController;
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private AnimationTree _animationTree;
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private PlayerStateMachine _stateMachine;
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private Vector2 _blendPosition;
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public override void _Ready()
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{
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_cameraController = GetNode<CharacterCameraController>("CameraController");
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_movementController = GetNode<CharacterMovementController>("MovementController");
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_animationTree = GetNode<AnimationTree>("AnimationTree");
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_stateMachine = GetNode<PlayerStateMachine>("PlayerStateMachine");
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}
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public override void _PhysicsProcess(double delta)
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{
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_back");
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_stateMachine.package.Add("move_direction", inputDir);
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_stateMachine.package.Add("run", Input.IsActionPressed("run"));
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_stateMachine.package.Add("roll", Input.IsActionJustPressed("roll"));
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// Variant v = _animationTree.GetAnimation("run");
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// if (Input.IsActionPressed("run"))
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// {
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// GD.Print("Add run");
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// _stateMachine.AddStateInputsAction("run");
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// }
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}
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} |