34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Godot;
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using Movementtests.interfaces;
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namespace Movementtests.scenes.movement;
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public partial class CGroundedMovement : Node3D, IMoveable
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{
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[Export] public RMovement RMovement { get; set; }
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[Export]
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public RayCast3D WallInFrontRayCast { get; set; }
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public Vector3 ComputeVelocity(MovementInputs inputs)
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{
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var velocity = inputs.Velocity;
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var target = inputs.TargetLocation;
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var direction = (target - GlobalPosition).Normalized();
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var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
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LookAt(targetPlane);
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float xAcc = (float) Mathf.Lerp(velocity.X, direction.X * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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float zAcc = (float) Mathf.Lerp(velocity.Z, direction.Z * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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velocity.X = xAcc;
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velocity.Z = zAcc;
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if (WallInFrontRayCast.IsColliding())
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velocity.Y = RMovement.Speed;
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else if (!inputs.isOnFloor)
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velocity += inputs.gravity * (float)inputs.delta;
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return velocity;
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}
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} |