Files
gamedev-the-steward/player/player_visual.gd
T

45 lines
2.0 KiB
GDScript

extends Node3D
@onready var body_mesh: MeshInstance3D = $Body
@onready var head_mesh: MeshInstance3D = $Head
@onready var hair_mesh: MeshInstance3D = $Hair
@onready var left_arm: MeshInstance3D = $ArmLeft
@onready var right_arm: MeshInstance3D = $ArmRight
@onready var left_leg: MeshInstance3D = $LegLeft
@onready var right_leg: MeshInstance3D = $LegRight
var player_body: CharacterBody3D
var walk_phase := 0.0
func _ready() -> void:
player_body = get_parent() as CharacterBody3D
AnimalAppearance.apply_to(self, 0)
func _process(delta: float) -> void:
if player_body == null:
return
var horizontal_speed := Vector2(player_body.velocity.x, player_body.velocity.z).length()
var blend := minf(delta * 10.0, 1.0)
if horizontal_speed > 0.1:
walk_phase = fmod(walk_phase + delta * horizontal_speed * 3.4, TAU)
var swing := sin(walk_phase)
left_leg.rotation_degrees.x = lerpf(left_leg.rotation_degrees.x, swing * 30.0, blend)
right_leg.rotation_degrees.x = lerpf(right_leg.rotation_degrees.x, -swing * 30.0, blend)
left_arm.rotation_degrees.x = lerpf(left_arm.rotation_degrees.x, -swing * 22.0, blend)
right_arm.rotation_degrees.x = lerpf(right_arm.rotation_degrees.x, swing * 22.0, blend)
var step_bob := absf(sin(walk_phase * 2.0)) * 0.035
body_mesh.position.y = lerpf(body_mesh.position.y, 1.05 + step_bob, blend)
head_mesh.position.y = lerpf(head_mesh.position.y, 1.68 + step_bob, blend)
hair_mesh.position.y = lerpf(hair_mesh.position.y, 1.9 + step_bob, blend)
return
left_leg.rotation_degrees.x = lerpf(left_leg.rotation_degrees.x, 0.0, blend)
right_leg.rotation_degrees.x = lerpf(right_leg.rotation_degrees.x, 0.0, blend)
left_arm.rotation_degrees.x = lerpf(left_arm.rotation_degrees.x, 0.0, blend)
right_arm.rotation_degrees.x = lerpf(right_arm.rotation_degrees.x, 0.0, blend)
body_mesh.position.y = lerpf(body_mesh.position.y, 1.05, blend)
head_mesh.position.y = lerpf(head_mesh.position.y, 1.68, blend)
hair_mesh.position.y = lerpf(hair_mesh.position.y, 1.9, blend)