Чтото добавил, вроде мувсет, бочи
This commit is contained in:
+531
-64
@@ -17,6 +17,53 @@ const COYOTE_TIME = 0.12 # Можно прыгнуть сразу пос
|
||||
const JUMP_BUFFER_TIME = 0.12 # Нажал пробел чуть раньше приземления — прыжок сработает
|
||||
const SLIDE_JUMP_BOOST = 1.15 # Бонус скорости при прыжке из слайда
|
||||
|
||||
# --- Двойной прыжок ---
|
||||
const AIR_JUMPS = 1 # Сколько прыжков в воздухе (0 — отключить)
|
||||
const AIR_JUMP_VELOCITY = 5.5
|
||||
|
||||
# --- Рывок (клавиша Q) ---
|
||||
const DASH_SPEED = 20.0 # Не больше MAX_SPEED
|
||||
const DASH_TIME = 0.18 # Длительность рывка
|
||||
const DASH_EXIT_SPEED = 13.0 # Скорость, с которой выходим из рывка
|
||||
const DASH_COOLDOWN = 0.6
|
||||
const MAX_DASHES = 1 # Зарядов рывка в воздухе (восстанавливаются на земле и на стенах)
|
||||
const DASH_FOV_BONUS = 16.0
|
||||
const DASH_VIGNETTE = 0.5
|
||||
|
||||
# --- Бег по стенам ---
|
||||
const WALLRUN_MIN_SPEED = 6.0 # Минимальная скорость, чтобы «зацепиться» за стену
|
||||
const WALLRUN_SPEED = 11.0 # Скорость бега по стене
|
||||
const WALLRUN_MAX_TIME = 1.8 # Сколько можно бежать по стене
|
||||
const WALLRUN_MAX_FALL_SPEED = 10.0 # Если падаем быстрее — зацепиться нельзя
|
||||
const WALLRUN_GRAVITY = 25.0 # Как быстро гасится вертикальная скорость на стене
|
||||
const WALLRUN_SINK = 0.8 # Медленное сползание вниз
|
||||
const WALLRUN_STICK = 3.0 # Прижимание к стене
|
||||
const WALLRUN_COOLDOWN = 0.35 # Пауза после схода со стены
|
||||
const WALLRUN_ROLL = 12.0 # Наклон камеры на стене (градусы)
|
||||
const WALLRUN_FOV_BONUS = 8.0
|
||||
const WALLRUN_VIGNETTE = 0.3
|
||||
|
||||
# --- Прыжок от стены ---
|
||||
const WALL_JUMP_PUSH = 8.0 # Отталкивание от стены
|
||||
const WALL_JUMP_UP = 7.0
|
||||
const MAX_WALL_JUMPS = 2 # Прыжков от стены без бега по ней (сбрасывается на земле)
|
||||
|
||||
# --- Подтягивание на уступ (держи пробел в воздухе рядом с краем) ---
|
||||
const MANTLE_WALL_Y = 0.5 # Высота (от ног), на которой ищем стену перед собой
|
||||
const MANTLE_MIN_HEIGHT = 0.5 # Минимальная высота уступа относительно ног
|
||||
const MANTLE_MAX_HEIGHT = 1.5 # Максимальная высота уступа относительно ног
|
||||
const MANTLE_REACH = 0.9 # Дальность поиска стены
|
||||
const MANTLE_FORWARD = 0.5 # Насколько вглубь уступа ставим персонажа
|
||||
const MANTLE_CLEARANCE = 1.8 # Свободное место над уступом (высота капсулы)
|
||||
const MANTLE_TIME = 0.4
|
||||
const MANTLE_EXIT_SPEED = 5.0
|
||||
const MANTLE_MAX_RISE_SPEED = 3.0 # Хватаемся, когда уже не летим резко вверх
|
||||
|
||||
# --- Приземление ---
|
||||
const LAND_MIN_SPEED = 7.0 # С какой скорости падения камера «проседает»
|
||||
const HARD_LAND_SPEED = 16.0 # Жёсткое приземление — теряем часть скорости
|
||||
const HARD_LAND_SLOWDOWN = 0.6
|
||||
|
||||
# --- Подкат ---
|
||||
const SLIDE_START_SPEED = 15.0 # Минимальная стартовая скорость слайда
|
||||
const SLIDE_START_MULT = 1.25 # Множитель от скорости бега
|
||||
@@ -29,6 +76,15 @@ const SLIDE_HEIGHT_FACTOR = 0.5
|
||||
const CROUCH_SPEED = 2.5 # Ползём, если над головой низкий потолок
|
||||
const MIN_SLIDE_SPEED = 7.0 # Минимальная скорость для начала слайда
|
||||
|
||||
# --- Ступеньки ---
|
||||
const STEP_HEIGHT = 0.45 # Максимальная высота ступеньки, на которую поднимаемся сами
|
||||
const STEP_PROBE = 0.12 # Минимальная дальность проверки препятствия перед собой
|
||||
const STEP_CAMERA_SMOOTH = 14.0 # Плавность камеры при подъёме (больше — резче)
|
||||
|
||||
# --- Тело (для рейкастов; считаем, что начало координат персонажа у ног) ---
|
||||
const BODY_MID_HEIGHT = 0.9 # Высота «пояса» для поиска стен
|
||||
const WALL_CHECK_DIST = 0.9 # Дальность поиска стен сбоку
|
||||
|
||||
# --- Камера ---
|
||||
const ZOOM_FOV = 35.0
|
||||
const ZOOM_SPEED = 10.0
|
||||
@@ -70,10 +126,37 @@ var slide_speed: float = 0.0
|
||||
var coyote_timer: float = 0.0
|
||||
var jump_buffer_timer: float = 0.0
|
||||
var space_was_down: bool = false
|
||||
var air_jumps_left: int = AIR_JUMPS
|
||||
var wall_jumps_left: int = MAX_WALL_JUMPS
|
||||
|
||||
# Рывок
|
||||
var is_dashing: bool = false
|
||||
var dash_timer: float = 0.0
|
||||
var dash_cooldown_timer: float = 0.0
|
||||
var dash_dir: Vector3 = Vector3.ZERO
|
||||
var dashes_left: int = MAX_DASHES
|
||||
|
||||
# Бег по стене
|
||||
var is_wallrunning: bool = false
|
||||
var wallrun_timer: float = 0.0
|
||||
var wallrun_cooldown_timer: float = 0.0
|
||||
var wall_normal: Vector3 = Vector3.ZERO
|
||||
var wall_side: float = 0.0 # +1 стена справа, -1 стена слева
|
||||
|
||||
# Подтягивание на уступ
|
||||
var is_mantling: bool = false
|
||||
var mantle_t: float = 0.0
|
||||
var mantle_start: Vector3 = Vector3.ZERO
|
||||
var mantle_target: Vector3 = Vector3.ZERO
|
||||
var mantle_dir: Vector3 = Vector3.ZERO
|
||||
|
||||
# Камера
|
||||
var head_base_pos: Vector3 = Vector3.ZERO
|
||||
var head_offset_y: float = 0.0
|
||||
var land_offset: float = 0.0
|
||||
var step_offset: float = 0.0
|
||||
var current_roll: float = 0.0
|
||||
var shake_strength: float = 0.0
|
||||
var base_fov: float = 75.0
|
||||
var is_zooming: bool = false
|
||||
|
||||
@@ -94,6 +177,9 @@ func _ready() -> void:
|
||||
head_base_pos = head.position
|
||||
base_fov = head.fov
|
||||
|
||||
# Чтобы при спуске по ступенькам персонаж «прилипал» к полу, а не летел по воздуху
|
||||
floor_snap_length = STEP_HEIGHT
|
||||
|
||||
collision_shape = get_node_or_null("CollisionShape3D")
|
||||
if collision_shape and collision_shape.shape is CapsuleShape3D:
|
||||
capsule = collision_shape.shape
|
||||
@@ -131,54 +217,13 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
head.rotate_x(-event.relative.y * MOUSE_SENSITIVITY * zoom_factor)
|
||||
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-80), deg_to_rad(80))
|
||||
|
||||
# Подкат: бег (Shift) + C
|
||||
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_C:
|
||||
_try_start_slide()
|
||||
if event is InputEventKey and event.pressed and not event.echo:
|
||||
if event.keycode == KEY_C:
|
||||
_try_start_slide() # Подкат: бег (Shift) + C
|
||||
elif event.keycode == KEY_Q:
|
||||
_try_dash() # Рывок
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
slide_cooldown_timer = max(slide_cooldown_timer - delta, 0.0)
|
||||
|
||||
var space_down := Input.is_key_pressed(KEY_SPACE)
|
||||
|
||||
# --- Таймеры прыжка (coyote time + jump buffer) ---
|
||||
if is_on_floor():
|
||||
coyote_timer = COYOTE_TIME
|
||||
else:
|
||||
coyote_timer = max(coyote_timer - delta, 0.0)
|
||||
|
||||
if space_down and not space_was_down:
|
||||
jump_buffer_timer = JUMP_BUFFER_TIME
|
||||
else:
|
||||
jump_buffer_timer = max(jump_buffer_timer - delta, 0.0)
|
||||
space_was_down = space_down
|
||||
|
||||
# 1. Гравитация (падение быстрее, короткий прыжок при отпускании пробела)
|
||||
if not is_on_floor():
|
||||
var g := get_gravity()
|
||||
if velocity.y < 0.0:
|
||||
g *= FALL_GRAVITY_MULT
|
||||
elif not space_down:
|
||||
g *= JUMP_CUT_GRAVITY_MULT
|
||||
velocity += g * delta
|
||||
|
||||
# 2. Прыжок
|
||||
if jump_buffer_timer > 0.0 and coyote_timer > 0.0:
|
||||
if not is_sliding or _can_stand():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
jump_buffer_timer = 0.0
|
||||
coyote_timer = 0.0
|
||||
if is_sliding:
|
||||
_end_slide()
|
||||
# Прыжок из слайда сохраняет и усиливает скорость
|
||||
velocity.x *= SLIDE_JUMP_BOOST
|
||||
velocity.z *= SLIDE_JUMP_BOOST
|
||||
|
||||
# 3. Скорость (Спринт)
|
||||
var current_speed := WALK_SPEED
|
||||
if Input.is_key_pressed(KEY_SHIFT):
|
||||
current_speed = SPRINT_SPEED
|
||||
|
||||
# 4. Управление WASD
|
||||
func _get_input_dir() -> Vector2:
|
||||
var input_dir := Vector2.ZERO
|
||||
if Input.is_key_pressed(KEY_D):
|
||||
input_dir.x += 1
|
||||
@@ -188,15 +233,114 @@ func _physics_process(delta: float) -> void:
|
||||
input_dir.y += 1
|
||||
if Input.is_key_pressed(KEY_W):
|
||||
input_dir.y -= 1
|
||||
return input_dir.normalized()
|
||||
|
||||
input_dir = input_dir.normalized()
|
||||
func _physics_process(delta: float) -> void:
|
||||
slide_cooldown_timer = maxf(slide_cooldown_timer - delta, 0.0)
|
||||
dash_cooldown_timer = maxf(dash_cooldown_timer - delta, 0.0)
|
||||
wallrun_cooldown_timer = maxf(wallrun_cooldown_timer - delta, 0.0)
|
||||
|
||||
# 5. Движение с инерцией
|
||||
var space_down := Input.is_key_pressed(KEY_SPACE)
|
||||
|
||||
# --- Таймеры прыжка (coyote time + jump buffer) ---
|
||||
if is_on_floor():
|
||||
coyote_timer = COYOTE_TIME
|
||||
# На земле восстанавливаем все воздушные способности
|
||||
air_jumps_left = AIR_JUMPS
|
||||
dashes_left = MAX_DASHES
|
||||
wall_jumps_left = MAX_WALL_JUMPS
|
||||
if is_wallrunning:
|
||||
_end_wallrun()
|
||||
else:
|
||||
coyote_timer = maxf(coyote_timer - delta, 0.0)
|
||||
|
||||
if space_down and not space_was_down:
|
||||
jump_buffer_timer = JUMP_BUFFER_TIME
|
||||
else:
|
||||
jump_buffer_timer = maxf(jump_buffer_timer - delta, 0.0)
|
||||
space_was_down = space_down
|
||||
|
||||
# Ввод
|
||||
var input_dir := _get_input_dir()
|
||||
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
var horizontal := Vector3(velocity.x, 0, velocity.z)
|
||||
var has_input := direction != Vector3.ZERO
|
||||
|
||||
if is_sliding:
|
||||
# --- Подтягивание на уступ: полностью забирает управление ---
|
||||
if is_mantling:
|
||||
_process_mantle(delta)
|
||||
_update_camera(delta, input_dir)
|
||||
return
|
||||
|
||||
# --- Рывок: тоже забирает управление, пока длится ---
|
||||
if is_dashing:
|
||||
dash_timer -= delta
|
||||
var cancel_by_jump := jump_buffer_timer > 0.0 and coyote_timer > 0.0
|
||||
if dash_timer <= 0.0 or cancel_by_jump:
|
||||
_end_dash()
|
||||
else:
|
||||
velocity = dash_dir * DASH_SPEED
|
||||
_update_camera(delta, input_dir)
|
||||
_move_and_track(delta)
|
||||
return
|
||||
|
||||
# 1. Гравитация (падение быстрее, короткий прыжок при отпускании пробела)
|
||||
if not is_on_floor() and not is_wallrunning:
|
||||
var g := get_gravity()
|
||||
if velocity.y < 0.0:
|
||||
g *= FALL_GRAVITY_MULT
|
||||
elif not space_down:
|
||||
g *= JUMP_CUT_GRAVITY_MULT
|
||||
velocity += g * delta
|
||||
|
||||
# 2a. Автоподтягивание: держим пробел в воздухе рядом с уступом
|
||||
if not is_on_floor() and space_down and not is_wallrunning \
|
||||
and velocity.y < MANTLE_MAX_RISE_SPEED:
|
||||
if _try_mantle():
|
||||
jump_buffer_timer = 0.0
|
||||
|
||||
# 2b. Прыжок
|
||||
if not is_mantling and jump_buffer_timer > 0.0:
|
||||
if is_wallrunning:
|
||||
_wall_jump(wall_normal)
|
||||
elif coyote_timer > 0.0:
|
||||
if not is_sliding or _can_stand():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
jump_buffer_timer = 0.0
|
||||
coyote_timer = 0.0
|
||||
if is_sliding:
|
||||
_end_slide()
|
||||
# Прыжок из слайда сохраняет и усиливает скорость
|
||||
velocity.x *= SLIDE_JUMP_BOOST
|
||||
velocity.z *= SLIDE_JUMP_BOOST
|
||||
else:
|
||||
# Мы в воздухе: сначала пробуем оттолкнуться от стены, потом двойной прыжок
|
||||
if wall_jumps_left > 0 and _try_wall_jump():
|
||||
wall_jumps_left -= 1
|
||||
elif air_jumps_left > 0 and not (velocity.y < 0.0 and _near_ground()):
|
||||
_air_jump(direction)
|
||||
|
||||
if is_mantling:
|
||||
_update_camera(delta, input_dir)
|
||||
return
|
||||
|
||||
# 3. Скорость (Спринт)
|
||||
var current_speed := WALK_SPEED
|
||||
if Input.is_key_pressed(KEY_SHIFT):
|
||||
current_speed = SPRINT_SPEED
|
||||
|
||||
# 4. Бег по стене
|
||||
if not is_wallrunning and not is_on_floor() and not is_sliding \
|
||||
and wallrun_cooldown_timer <= 0.0 and Input.is_key_pressed(KEY_W):
|
||||
_try_start_wallrun()
|
||||
if is_wallrunning:
|
||||
_process_wallrun(delta)
|
||||
|
||||
# 5. Движение с инерцией
|
||||
var horizontal := Vector3(velocity.x, 0, velocity.z)
|
||||
|
||||
if is_wallrunning:
|
||||
pass # скорость уже задана в _process_wallrun
|
||||
elif is_sliding:
|
||||
horizontal = _process_slide(delta, direction, horizontal)
|
||||
elif is_on_floor():
|
||||
var target := direction * current_speed
|
||||
@@ -209,7 +353,7 @@ func _physics_process(delta: float) -> void:
|
||||
else:
|
||||
# В воздухе импульс сохраняется, можно только подруливать
|
||||
if has_input:
|
||||
var speed_cap: float = max(horizontal.length(), current_speed)
|
||||
var speed_cap: float = maxf(horizontal.length(), current_speed)
|
||||
horizontal += direction * AIR_ACCEL * delta
|
||||
if horizontal.length() > speed_cap:
|
||||
horizontal = horizontal.normalized() * speed_cap
|
||||
@@ -223,13 +367,309 @@ func _physics_process(delta: float) -> void:
|
||||
# 6. Камера
|
||||
_update_camera(delta, input_dir)
|
||||
|
||||
_move_and_track(delta)
|
||||
|
||||
# Двигаемся и отслеживаем приземление
|
||||
func _move_and_track(delta: float) -> void:
|
||||
var pre_vy := velocity.y
|
||||
var was_on_floor := is_on_floor()
|
||||
if was_on_floor and velocity.y <= 0.1 and not is_wallrunning:
|
||||
_try_step_up(delta)
|
||||
move_and_slide()
|
||||
if is_on_floor() and not was_on_floor and pre_vy < -LAND_MIN_SPEED:
|
||||
_on_land(-pre_vy)
|
||||
|
||||
# Автоматический подъём на ступеньки: если перед нами невысокое препятствие,
|
||||
# приподнимаем персонажа ровно настолько, чтобы он встал на его верх.
|
||||
func _try_step_up(delta: float) -> void:
|
||||
var horiz := Vector3(velocity.x, 0, velocity.z)
|
||||
if horiz.length() < 0.5:
|
||||
return
|
||||
|
||||
var motion := horiz.normalized() * maxf(horiz.length() * delta, STEP_PROBE)
|
||||
var from := global_transform
|
||||
|
||||
# 1. Перед нами вообще есть препятствие?
|
||||
if not test_move(from, motion):
|
||||
return
|
||||
|
||||
# 2. Над нами достаточно места, чтобы приподняться?
|
||||
var up := Vector3.UP * STEP_HEIGHT
|
||||
if test_move(from, up):
|
||||
return
|
||||
var raised := from.translated(up)
|
||||
|
||||
# 3. Если и на высоте ступеньки путь закрыт — это стена, а не ступенька
|
||||
if test_move(raised, motion):
|
||||
return
|
||||
|
||||
# 4. Опускаемся вниз за препятствием и ищем, на какой высоте там пол
|
||||
var down_hit := KinematicCollision3D.new()
|
||||
var forward_pos := raised.translated(motion)
|
||||
if not test_move(forward_pos, Vector3.DOWN * STEP_HEIGHT, down_hit):
|
||||
return # пола там нет — это обрыв, а не ступенька
|
||||
if down_hit.get_normal().y < cos(floor_max_angle):
|
||||
return # слишком крутая поверхность
|
||||
|
||||
var rise := STEP_HEIGHT - down_hit.get_travel().length()
|
||||
if rise > 0.01:
|
||||
global_position.y += rise + 0.005
|
||||
step_offset -= rise # камера плавно догоняет, без рывка
|
||||
|
||||
func _on_land(fall_speed: float) -> void:
|
||||
# Камера «проседает» сильнее при высоком падении
|
||||
land_offset = -clampf((fall_speed - LAND_MIN_SPEED) * 0.03, 0.05, 0.45)
|
||||
shake_strength = maxf(shake_strength, clampf(fall_speed * 0.004, 0.02, 0.1))
|
||||
# Жёсткое приземление гасит скорость (если не перешли в подкат)
|
||||
if fall_speed > HARD_LAND_SPEED and not is_sliding:
|
||||
velocity.x *= HARD_LAND_SLOWDOWN
|
||||
velocity.z *= HARD_LAND_SLOWDOWN
|
||||
|
||||
# --- РАЙКАСТЫ ---
|
||||
|
||||
func _ray(from: Vector3, to: Vector3) -> Dictionary:
|
||||
var query := PhysicsRayQueryParameters3D.create(from, to, collision_mask, [get_rid()])
|
||||
return get_world_3d().direct_space_state.intersect_ray(query)
|
||||
|
||||
func _near_ground() -> bool:
|
||||
var from := global_position + Vector3.UP * 0.1
|
||||
return not _ray(from, global_position + Vector3.DOWN * 0.8).is_empty()
|
||||
|
||||
# --- ДВОЙНОЙ ПРЫЖОК ---
|
||||
|
||||
func _air_jump(direction: Vector3) -> void:
|
||||
velocity.y = AIR_JUMP_VELOCITY
|
||||
air_jumps_left -= 1
|
||||
jump_buffer_timer = 0.0
|
||||
# Можно сменить направление полёта прямо в прыжке
|
||||
if direction != Vector3.ZERO:
|
||||
var h_speed: float = maxf(Vector2(velocity.x, velocity.z).length(), WALK_SPEED)
|
||||
velocity.x = direction.x * h_speed
|
||||
velocity.z = direction.z * h_speed
|
||||
shake_strength = maxf(shake_strength, 0.02)
|
||||
|
||||
# --- РЫВОК ---
|
||||
|
||||
func _try_dash() -> void:
|
||||
if is_dashing or is_mantling or dashes_left <= 0 or dash_cooldown_timer > 0.0:
|
||||
return
|
||||
|
||||
var look := -head.global_transform.basis.z
|
||||
var dir: Vector3
|
||||
if is_on_floor():
|
||||
# На земле рвёмся по направлению ввода, а без ввода — вперёд
|
||||
var input_dir := _get_input_dir()
|
||||
if input_dir != Vector2.ZERO:
|
||||
dir = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||
else:
|
||||
dir = Vector3(look.x, 0, look.z).normalized()
|
||||
else:
|
||||
# В воздухе рвёмся туда, куда смотрит камера
|
||||
dir = look.normalized()
|
||||
|
||||
if is_sliding:
|
||||
_end_slide()
|
||||
if is_wallrunning:
|
||||
_end_wallrun()
|
||||
|
||||
is_dashing = true
|
||||
dash_timer = DASH_TIME
|
||||
dash_dir = dir
|
||||
dashes_left -= 1
|
||||
dash_cooldown_timer = DASH_COOLDOWN
|
||||
shake_strength = maxf(shake_strength, 0.06)
|
||||
|
||||
func _end_dash() -> void:
|
||||
is_dashing = false
|
||||
velocity = dash_dir * DASH_EXIT_SPEED
|
||||
velocity.y *= 0.6 # не улетаем в небо после рывка вверх
|
||||
|
||||
# --- БЕГ ПО СТЕНАМ ---
|
||||
|
||||
func _try_start_wallrun() -> void:
|
||||
var horiz := Vector3(velocity.x, 0, velocity.z)
|
||||
if horiz.length() < WALLRUN_MIN_SPEED or velocity.y < -WALLRUN_MAX_FALL_SPEED:
|
||||
return
|
||||
|
||||
var origin := global_position + Vector3.UP * BODY_MID_HEIGHT
|
||||
var right := global_transform.basis.x
|
||||
var side := 1.0
|
||||
var hit := _ray(origin, origin + right * WALL_CHECK_DIST)
|
||||
if hit.is_empty():
|
||||
side = -1.0
|
||||
hit = _ray(origin, origin - right * WALL_CHECK_DIST)
|
||||
if hit.is_empty():
|
||||
return
|
||||
|
||||
var n: Vector3 = hit.normal
|
||||
if absf(n.y) > 0.3:
|
||||
return # это пол или потолок, а не стена
|
||||
n.y = 0.0
|
||||
|
||||
is_wallrunning = true
|
||||
wallrun_timer = WALLRUN_MAX_TIME
|
||||
wall_normal = n.normalized()
|
||||
wall_side = side
|
||||
# На стене восстанавливаем двойной прыжок и рывок — можно цепочкой лететь дальше
|
||||
air_jumps_left = AIR_JUMPS
|
||||
dashes_left = MAX_DASHES
|
||||
|
||||
func _process_wallrun(delta: float) -> void:
|
||||
wallrun_timer -= delta
|
||||
var origin := global_position + Vector3.UP * BODY_MID_HEIGHT
|
||||
var hit := _ray(origin, origin - wall_normal * (WALL_CHECK_DIST + 0.3))
|
||||
var horiz := Vector3(velocity.x, 0, velocity.z)
|
||||
|
||||
if hit.is_empty() or wallrun_timer <= 0.0 or is_on_floor() \
|
||||
or not Input.is_key_pressed(KEY_W) \
|
||||
or horiz.length() < WALLRUN_MIN_SPEED * 0.6:
|
||||
_end_wallrun()
|
||||
return
|
||||
|
||||
var n: Vector3 = hit.normal
|
||||
n.y = 0.0
|
||||
wall_normal = n.normalized()
|
||||
|
||||
# Направление вдоль стены — туда, куда мы уже двигались
|
||||
var along := wall_normal.cross(Vector3.UP).normalized()
|
||||
if along.dot(horiz) < 0.0:
|
||||
along = -along
|
||||
|
||||
var spd: float = clampf(maxf(horiz.dot(along), WALLRUN_SPEED), 0.0, MAX_SPEED)
|
||||
velocity.x = along.x * spd - wall_normal.x * WALLRUN_STICK
|
||||
velocity.z = along.z * spd - wall_normal.z * WALLRUN_STICK
|
||||
velocity.y = move_toward(velocity.y, -WALLRUN_SINK, WALLRUN_GRAVITY * delta)
|
||||
|
||||
func _end_wallrun() -> void:
|
||||
is_wallrunning = false
|
||||
wallrun_cooldown_timer = WALLRUN_COOLDOWN
|
||||
|
||||
# --- ПРЫЖОК ОТ СТЕНЫ ---
|
||||
|
||||
func _wall_jump(normal: Vector3) -> void:
|
||||
var n := Vector3(normal.x, 0, normal.z).normalized()
|
||||
var horiz := Vector3(velocity.x, 0, velocity.z)
|
||||
horiz -= n * horiz.dot(n) # убираем составляющую, направленную в стену
|
||||
var new_h := horiz * 0.9 + n * WALL_JUMP_PUSH
|
||||
if new_h.length() > MAX_SPEED:
|
||||
new_h = new_h.normalized() * MAX_SPEED
|
||||
velocity.x = new_h.x
|
||||
velocity.z = new_h.z
|
||||
velocity.y = WALL_JUMP_UP
|
||||
|
||||
if is_wallrunning:
|
||||
_end_wallrun()
|
||||
wallrun_cooldown_timer = WALLRUN_COOLDOWN + 0.1
|
||||
dashes_left = MAX_DASHES
|
||||
jump_buffer_timer = 0.0
|
||||
shake_strength = maxf(shake_strength, 0.04)
|
||||
|
||||
func _try_wall_jump() -> bool:
|
||||
var origin := global_position + Vector3.UP * BODY_MID_HEIGHT
|
||||
var b := global_transform.basis
|
||||
var dirs: Array[Vector3] = [b.x, -b.x, -b.z, b.z]
|
||||
var best_normal := Vector3.ZERO
|
||||
var best_dist := INF
|
||||
|
||||
for d in dirs:
|
||||
var hit := _ray(origin, origin + d * WALL_CHECK_DIST)
|
||||
if hit.is_empty():
|
||||
continue
|
||||
var n: Vector3 = hit.normal
|
||||
if absf(n.y) > 0.3:
|
||||
continue
|
||||
var dist := origin.distance_to(hit.position)
|
||||
if dist < best_dist:
|
||||
best_dist = dist
|
||||
best_normal = n
|
||||
|
||||
if best_normal == Vector3.ZERO:
|
||||
return false
|
||||
_wall_jump(best_normal)
|
||||
return true
|
||||
|
||||
# --- ПОДТЯГИВАНИЕ НА УСТУП ---
|
||||
|
||||
func _try_mantle() -> bool:
|
||||
if is_mantling or is_dashing:
|
||||
return false
|
||||
|
||||
var fwd := -global_transform.basis.z
|
||||
fwd.y = 0.0
|
||||
if fwd.length() < 0.01:
|
||||
return false
|
||||
fwd = fwd.normalized()
|
||||
var base := global_position
|
||||
|
||||
# 1. Перед нами должна быть стена
|
||||
var low_from := base + Vector3.UP * MANTLE_WALL_Y
|
||||
var wall := _ray(low_from, low_from + fwd * MANTLE_REACH)
|
||||
if wall.is_empty():
|
||||
return false
|
||||
var wn: Vector3 = wall.normal
|
||||
if absf(wn.y) > 0.3:
|
||||
return false
|
||||
|
||||
# 2. На максимальной высоте перед нами должно быть свободно (значит, там край)
|
||||
var high_from := base + Vector3.UP * MANTLE_MAX_HEIGHT
|
||||
if not _ray(high_from, high_from + fwd * MANTLE_REACH).is_empty():
|
||||
return false
|
||||
|
||||
# 3. Ищем верхнюю поверхность уступа
|
||||
var wall_pos: Vector3 = wall.position
|
||||
var top_xz := wall_pos - wn * MANTLE_FORWARD
|
||||
var down_from := Vector3(top_xz.x, base.y + MANTLE_MAX_HEIGHT + 0.3, top_xz.z)
|
||||
var down_len := MANTLE_MAX_HEIGHT + 0.3 - MANTLE_MIN_HEIGHT
|
||||
var ledge := _ray(down_from, down_from + Vector3.DOWN * down_len)
|
||||
if ledge.is_empty():
|
||||
return false
|
||||
var ln: Vector3 = ledge.normal
|
||||
if ln.y < 0.7:
|
||||
return false
|
||||
|
||||
# 4. Над уступом должно хватать места, чтобы встать
|
||||
var ledge_pos: Vector3 = ledge.position
|
||||
if not _ray(ledge_pos + Vector3.UP * 0.05, ledge_pos + Vector3.UP * MANTLE_CLEARANCE).is_empty():
|
||||
return false
|
||||
|
||||
# Всё подходит — залезаем
|
||||
if is_sliding:
|
||||
_end_slide()
|
||||
if is_wallrunning:
|
||||
_end_wallrun()
|
||||
is_mantling = true
|
||||
mantle_t = 0.0
|
||||
mantle_start = base
|
||||
mantle_target = ledge_pos + Vector3.UP * 0.05
|
||||
mantle_dir = fwd
|
||||
velocity = Vector3.ZERO
|
||||
shake_strength = maxf(shake_strength, 0.03)
|
||||
return true
|
||||
|
||||
func _process_mantle(delta: float) -> void:
|
||||
mantle_t += delta / MANTLE_TIME
|
||||
var t := clampf(mantle_t, 0.0, 1.0)
|
||||
# Сначала подтягиваемся вверх, затем перекатываемся вперёд на уступ
|
||||
var up_t := 1.0 - pow(1.0 - clampf(t / 0.6, 0.0, 1.0), 2.0)
|
||||
var fwd_t := smoothstep(0.0, 1.0, clampf((t - 0.4) / 0.6, 0.0, 1.0))
|
||||
global_position = Vector3(
|
||||
lerpf(mantle_start.x, mantle_target.x, fwd_t),
|
||||
lerpf(mantle_start.y, mantle_target.y, up_t),
|
||||
lerpf(mantle_start.z, mantle_target.z, fwd_t))
|
||||
|
||||
if mantle_t >= 1.0:
|
||||
is_mantling = false
|
||||
velocity = mantle_dir * MANTLE_EXIT_SPEED
|
||||
dashes_left = MAX_DASHES
|
||||
air_jumps_left = AIR_JUMPS
|
||||
|
||||
# --- ПОДКАТ ---
|
||||
|
||||
func _try_start_slide() -> void:
|
||||
if is_sliding or slide_cooldown_timer > 0.0:
|
||||
return
|
||||
if is_dashing or is_mantling or is_wallrunning:
|
||||
return
|
||||
if not is_on_floor():
|
||||
return
|
||||
if not Input.is_key_pressed(KEY_SHIFT):
|
||||
@@ -298,40 +738,67 @@ func _update_camera(delta: float, input_dir: Vector2) -> void:
|
||||
var sprint_factor: float = clamp((h_speed - WALK_SPEED) / (SPRINT_SPEED - WALK_SPEED), 0.0, 1.0)
|
||||
|
||||
# Покачивание только при обычном беге/ходьбе
|
||||
if is_sliding or not is_on_floor():
|
||||
bob_time = 0.0
|
||||
else:
|
||||
var grounded_walk := is_on_floor() and not is_sliding and not is_mantling and not is_dashing
|
||||
if grounded_walk:
|
||||
bob_time += delta * h_speed
|
||||
else:
|
||||
bob_time = 0.0
|
||||
var bob := _head_bob(bob_time) if grounded_walk else Vector3.ZERO
|
||||
|
||||
var bob := Vector3.ZERO if (is_sliding or not is_on_floor()) else _head_bob(bob_time)
|
||||
|
||||
# Опускание камеры при слайде
|
||||
var target_offset := -SLIDE_CAMERA_DROP if is_sliding else 0.0
|
||||
# Опускание камеры при слайде и подтягивании
|
||||
var target_offset := 0.0
|
||||
if is_sliding:
|
||||
target_offset = -SLIDE_CAMERA_DROP
|
||||
elif is_mantling:
|
||||
target_offset = -0.25
|
||||
head_offset_y = lerp(head_offset_y, target_offset, 12.0 * delta)
|
||||
head.position = head_base_pos + bob + Vector3(0, head_offset_y, 0)
|
||||
|
||||
# Наклон камеры при стрейфе
|
||||
# «Проседание» камеры при приземлении
|
||||
land_offset = lerpf(land_offset, 0.0, 9.0 * delta)
|
||||
|
||||
# Камера плавно догоняет персонажа после подъёма на ступеньку
|
||||
step_offset = lerpf(step_offset, 0.0, STEP_CAMERA_SMOOTH * delta)
|
||||
|
||||
# Тряска камеры (затухает сама)
|
||||
shake_strength = lerpf(shake_strength, 0.0, 10.0 * delta)
|
||||
var shake_pos := Vector3(randf_range(-1.0, 1.0), randf_range(-1.0, 1.0), 0.0) * shake_strength
|
||||
|
||||
head.position = head_base_pos + bob + shake_pos + Vector3(0, head_offset_y + land_offset + step_offset, 0)
|
||||
|
||||
# Наклон камеры: на стене — от стены, иначе — при стрейфе
|
||||
var target_roll := -input_dir.x * deg_to_rad(STRAFE_ROLL) * sprint_factor
|
||||
head.rotation.z = lerp(head.rotation.z, target_roll, 8.0 * delta)
|
||||
if is_wallrunning:
|
||||
# Если наклон получился в сторону стены — просто поменяй знак у wall_side
|
||||
target_roll = wall_side * deg_to_rad(WALLRUN_ROLL)
|
||||
current_roll = lerpf(current_roll, target_roll, 8.0 * delta)
|
||||
head.rotation.z = current_roll + randf_range(-1.0, 1.0) * shake_strength * 0.3
|
||||
|
||||
# Зум на ЛКМ
|
||||
is_zooming = Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) \
|
||||
and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
# FOV: зум > слайд > скорость бега
|
||||
# FOV: зум > рывок > слайд > стена > скорость бега
|
||||
var target_fov := base_fov + sprint_factor * SPRINT_FOV_BONUS
|
||||
if is_zooming:
|
||||
target_fov = ZOOM_FOV
|
||||
elif is_dashing:
|
||||
target_fov = base_fov + DASH_FOV_BONUS
|
||||
elif is_sliding:
|
||||
target_fov = base_fov + SLIDE_FOV_BONUS
|
||||
elif is_wallrunning:
|
||||
target_fov = base_fov + WALLRUN_FOV_BONUS
|
||||
head.fov = lerp(head.fov, target_fov, ZOOM_SPEED * delta)
|
||||
|
||||
# Виньетка: зум > слайд > бег
|
||||
# Виньетка: зум > рывок > слайд > стена > бег
|
||||
var target_vignette := sprint_factor * SPRINT_VIGNETTE
|
||||
if is_zooming:
|
||||
target_vignette = ZOOM_VIGNETTE
|
||||
elif is_dashing:
|
||||
target_vignette = DASH_VIGNETTE
|
||||
elif is_sliding:
|
||||
target_vignette = SLIDE_VIGNETTE
|
||||
elif is_wallrunning:
|
||||
target_vignette = WALLRUN_VIGNETTE
|
||||
vignette_value = lerp(vignette_value, target_vignette, VIGNETTE_SPEED * delta)
|
||||
if vignette_material:
|
||||
vignette_material.set_shader_parameter("intensity", vignette_value)
|
||||
|
||||
@@ -7,8 +7,18 @@
|
||||
[ext_resource type="PackedScene" uid="uid://db05x4f444mr2" path="res://models/tower_01/Tower_01.glb" id="5_272bh"]
|
||||
[ext_resource type="PackedScene" uid="uid://dr2udwp3pu8g1" path="res://models/house_02/house_02-col.glb" id="6_5vw27"]
|
||||
[ext_resource type="AudioStream" uid="uid://ddsynauqeoppw" path="res://World/tron_01.ogg" id="7_272bh"]
|
||||
[ext_resource type="AudioStream" uid="uid://280pvcvxt2n2" path="res://models/Bochi-Rock/Guitar.ogg" id="7_dg77c"]
|
||||
[ext_resource type="PackedScene" uid="uid://cqfe5g5ospxic" path="res://models/Tree_01/Tree_01.glb" id="8_5vw27"]
|
||||
[ext_resource type="PackedScene" uid="uid://evml2s8rmerw" path="res://models/obelisk_01/Obelisk.glb" id="9_kek77"]
|
||||
[ext_resource type="Script" uid="uid://b3ckck8y0rby6" path="res://models/Bochi-Rock/rock-path.gd" id="10_4c57u"]
|
||||
[ext_resource type="PackedScene" uid="uid://cowp33ejxcfcl" path="res://models/Bochi-Rock/Rock.glb" id="11_efxa6"]
|
||||
|
||||
[sub_resource type="Curve3D" id="Curve3D_dg77c"]
|
||||
_data = {
|
||||
"points": PackedVector3Array(0, 0, 0, 0, 0, 0, 5.2467575, -0.0029411316, 93.87327, 0, 0, 0, 0, 0, 0, 13.789459, -0.0029335022, 97.604256, 0, 0, 0, 0, 0, 0, 24.239388, -0.0029335022, 102.18522, 0, 0, 0, 0, 0, 0, 37.65388, -0.0029335022, 101.72713, 0, 0, 0, 0, 0, 0, 49.610317, -0.002937317, 93.816925, 0, 0, 0, 0, 0, 0, 54.721954, -0.002937317, 83.662735, 0, 0, 0, 0, 0, 0, 60.17699, -0.002937317, 67.371086, 0, 0, 0, 0, 0, 0, 63.19221, -0.002937317, 50.906624, 0, 0, 0, 0, 0, 0, 63.427063, -0.002937317, 36.6671, 0, 0, 0, 0, 0, 0, 60.360424, -0.002937317, 23.65346, 0, 0, 0, 0, 0, 0, 51.587524, -0.002937317, 10.339436, 0, 0, 0, 0, 0, 0, 37.92818, -0.002937317, -5.663192, 0, 0, 0, 0, 0, 0, 30.353395, -0.0029411316, -11.97097, 0, 0, 0, 0, 0, 0, 24.506142, -0.002937317, -11.578466, 0, 0, 0, 0, 0, 0, 23.492048, -0.0029411316, -8.094779, 0, 0, 0, 0, 0, 0, 26.842072, -0.0029411316, -2.955284, 0, 0, 0, 0, 0, 0, 30.540104, -0.002937317, -0.6889343, 0, 0, 0, 0, 0, 0, 32.266655, -0.0029411316, 7.519619, 0, 0, 0, 0, 0, 0, 29.88159, -0.002937317, 11.079437, 0, 0, 0, 0, 0, 0, 23.867472, -0.002937317, 15.516203, 0, 0, 0, 0, 0, 0, 20.547432, -0.0029411316, 15.771803, 0, 0, 0, 0, 0, 0, 17.486126, -0.0029411316, 10.689701, 0, 0, 0, 0, 0, 0, 12.567432, -0.0029411316, 9.993235, 0, 0, 0, 0, 0, 0, 8.265545, -0.002937317, 16.372534, 0, 0, 0, 0, 0, 0, 1.9048309, -0.002937317, 26.435099, 0, 0, 0, 0, 0, 0, -9.015602, -0.002937317, 34.162575, 0, 0, 0, 0, 0, 0, -19.431889, -0.002937317, 44.664474, 0, 0, 0, 0, 0, 0, -23.387104, -0.002937317, 59.80117, 0, 0, 0, 0, 0, 0, -21.00288, -0.0029335022, 71.96566, 0, 0, 0, 0, 0, 0, -12.79343, -0.0029335022, 78.17484, 0, 0, 0, 0, 0, 0, -3.5642548, -0.002937317, 81.15604, 0, 0, 0, 0, 0, 0, 5.206661, -0.002937317, 82.6712),
|
||||
"tilts": PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
|
||||
}
|
||||
point_count = 32
|
||||
|
||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_6opy2"]
|
||||
panorama = ExtResource("2_5vw27")
|
||||
@@ -36,14 +46,46 @@ adjustment_enabled = true
|
||||
|
||||
[node name="Node3D" type="Node3D" unique_id=402787459]
|
||||
|
||||
[node name="Floor" parent="." unique_id=1320100733 instance=ExtResource("3_h2yge")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.63628197, -0.002937317, 0.7328758)
|
||||
[node name="Architecture" type="Node3D" parent="." unique_id=1485328160]
|
||||
metadata/_edit_lock_ = true
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=726373494]
|
||||
[node name="building_02" parent="Architecture" unique_id=405025941 instance=ExtResource("4_7mycd")]
|
||||
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -12.292704, 0, -5.969286)
|
||||
|
||||
[node name="Tower_01" parent="Architecture" unique_id=1436461045 instance=ExtResource("5_272bh")]
|
||||
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -12.874907, 9.536743e-07, 21.923906)
|
||||
|
||||
[node name="minecraft-house_02-col" parent="Architecture" unique_id=497625491 instance=ExtResource("6_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.864338, -0.0029354095, 18.549324)
|
||||
|
||||
[node name="Obelisk" parent="Architecture" unique_id=94486605 instance=ExtResource("9_kek77")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 78.88046, -2.6785774, 38.156742)
|
||||
|
||||
[node name="rock" type="Path3D" parent="Architecture" unique_id=1419147983]
|
||||
curve = SubResource("Curve3D_dg77c")
|
||||
|
||||
[node name="PathFollow3D" type="PathFollow3D" parent="Architecture/rock" unique_id=2095285038]
|
||||
transform = Transform3D(-0.4002386, -7.500245e-07, -0.916411, 5.684342e-14, 1, -8.184369e-07, 0.916411, -3.275701e-07, -0.4002386, 5.2467575, -0.0029411316, 93.87327)
|
||||
script = ExtResource("10_4c57u")
|
||||
|
||||
[node name="Rock" parent="Architecture/rock/PathFollow3D" unique_id=1431376827 instance=ExtResource("11_efxa6")]
|
||||
|
||||
[node name="AudioStreamPlayer3D" type="AudioStreamPlayer3D" parent="Architecture/rock/PathFollow3D/Rock" unique_id=912581689]
|
||||
stream = ExtResource("7_dg77c")
|
||||
autoplay = true
|
||||
max_distance = 30.0
|
||||
|
||||
[node name="Environment" type="Node3D" parent="." unique_id=786334107]
|
||||
metadata/_edit_lock_ = true
|
||||
|
||||
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="Environment" unique_id=1278575418]
|
||||
stream = ExtResource("7_272bh")
|
||||
autoplay = true
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment" unique_id=726373494]
|
||||
environment = SubResource("Environment_x7k75")
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="WorldEnvironment" unique_id=1584854505]
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment/WorldEnvironment" unique_id=1584854505]
|
||||
transform = Transform3D(-0.72657466, -0.6383954, -0.25404838, 0, -0.36974674, 0.92913264, -0.68708754, 0.6750842, 0.26864862, 0, 3.2902045, 0)
|
||||
light_color = Color(0, 0.24562582, 0.24562573, 1)
|
||||
light_indirect_energy = 0.921
|
||||
@@ -55,33 +97,23 @@ directional_shadow_split_1 = 0.14
|
||||
directional_shadow_split_2 = 0.185
|
||||
directional_shadow_max_distance = 186.7
|
||||
|
||||
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="." unique_id=1278575418]
|
||||
stream = ExtResource("7_272bh")
|
||||
autoplay = true
|
||||
[node name="Floor" parent="Environment" unique_id=1320100733 instance=ExtResource("3_h2yge")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.63628197, -0.002937317, 0.7328758)
|
||||
metadata/_edit_lock_ = true
|
||||
|
||||
[node name="Nature" type="Node3D" parent="." unique_id=950189180]
|
||||
|
||||
[node name="Tree_01" parent="Nature" unique_id=1867241468 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13.709265, 0.24313244, -13.908665)
|
||||
|
||||
[node name="Tree_01" parent="Nature/Tree_01" unique_id=179570336 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.335356, 0.24313053, 59.155888)
|
||||
|
||||
[node name="Tree_01" parent="Nature/Tree_01/Tree_01" unique_id=230889573 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 39.854347, 0.2431305, 12.051704)
|
||||
|
||||
[node name="Tree_02" parent="Nature/Tree_01/Tree_01" unique_id=1966462925 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -43.224022, 0.2431305, -92.65268)
|
||||
|
||||
[node name="CharacterBody3D" parent="." unique_id=365865796 instance=ExtResource("2_h2yge")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.0830812, 2.6370785, 0.44329834)
|
||||
|
||||
[node name="building_02" parent="." unique_id=405025941 instance=ExtResource("4_7mycd")]
|
||||
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -12.292704, 0, -5.969286)
|
||||
|
||||
[node name="Tower_01" parent="." unique_id=1436461045 instance=ExtResource("5_272bh")]
|
||||
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -12.874907, 9.536743e-07, 21.923906)
|
||||
|
||||
[node name="house_02-col" parent="." unique_id=497625491 instance=ExtResource("6_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.864338, -0.0029354095, 18.549324)
|
||||
|
||||
[node name="Tree_01" parent="." unique_id=1867241468 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13.709265, 0.24313244, -13.908665)
|
||||
|
||||
[node name="Tree_01" parent="Tree_01" unique_id=179570336 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.335356, 0.24313053, 59.155888)
|
||||
|
||||
[node name="Tree_01" parent="Tree_01/Tree_01" unique_id=230889573 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 39.854347, 0.2431305, 12.051704)
|
||||
|
||||
[node name="Tree_02" parent="Tree_01/Tree_01" unique_id=1966462925 instance=ExtResource("8_5vw27")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -43.224022, 0.2431305, -92.65268)
|
||||
|
||||
[node name="Obelisk" parent="." unique_id=94486605 instance=ExtResource("9_kek77")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 78.88046, -2.6785774, 38.156742)
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://280pvcvxt2n2"
|
||||
path="res://.godot/imported/Guitar.ogg-21bf9bad0fcf3bfe7341e2b1bd9308b9.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://models/Bochi-Rock/Guitar.ogg"
|
||||
dest_files=["res://.godot/imported/Guitar.ogg-21bf9bad0fcf3bfe7341e2b1bd9308b9.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,45 @@
|
||||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://cowp33ejxcfcl"
|
||||
path="res://.godot/imported/Rock.glb-4f2376a14ce37861c14e06a47e678e34.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://models/Bochi-Rock/Rock.glb"
|
||||
dest_files=["res://.godot/imported/Rock.glb-4f2376a14ce37861c14e06a47e678e34.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/root_script=null
|
||||
mesh_library/use_node_names_as_mesh_names=false
|
||||
array_mesh/deduplicate_surfaces=true
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
nodes/import_as_skeleton_bones=false
|
||||
nodes/use_name_suffixes=true
|
||||
nodes/use_node_type_suffixes=true
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
animation/import_rest_as_RESET=false
|
||||
import_script/path=""
|
||||
materials/extract=0
|
||||
materials/extract_format=0
|
||||
materials/extract_path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=2
|
||||
gltf/embedded_image_handling=1
|
||||
gltf/texture_map_mode=1
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 34 KiB |
@@ -0,0 +1,44 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bx6t5621iqw7f"
|
||||
path.s3tc="res://.godot/imported/Rock_22ee8cdbd4ccc631cd7c804ab4ebca15.jpg-fad3b4615e62f76758b5970cba2671a7.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "d87e4757e8f4306abfb2713939bf67fa"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://models/Bochi-Rock/Rock_22ee8cdbd4ccc631cd7c804ab4ebca15.jpg"
|
||||
dest_files=["res://.godot/imported/Rock_22ee8cdbd4ccc631cd7c804ab4ebca15.jpg-fad3b4615e62f76758b5970cba2671a7.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -0,0 +1,6 @@
|
||||
extends PathFollow3D
|
||||
|
||||
@export var speed := 7.0 # единиц пути в секунду
|
||||
|
||||
func _process(delta):
|
||||
progress += speed * delta
|
||||
@@ -0,0 +1 @@
|
||||
uid://b3ckck8y0rby6
|
||||
Reference in New Issue
Block a user