rename player things

This commit is contained in:
2025-08-29 22:16:14 +10:00
parent d7dcb41430
commit 9ccd131db1
11 changed files with 173 additions and 145 deletions

View File

@@ -80,12 +80,12 @@ func _follow(player: Player, delta: float) -> Vector3:
if not Player.is_single_player():
player_offset.aim_offset = Vector3.ZERO
elif player.input_mode_is(Inputer.Mode.KB_MOUSE):
player_offset.aim_offset = player.aiming.aim_offset
player_offset.aim_offset = player.aimer.aim_offset
elif player.input_mode_is(Inputer.Mode.CONTROLLER):
var new_aim_offset := (
Vector3.ZERO
if player.aiming.aim_input.length() == 0
else player.aiming.aim_offset
if player.aimer.aim_input.length() == 0
else player.aimer.aim_offset
)
player_offset.aim_offset = player_offset.aim_offset.lerp(
new_aim_offset, _aim_damping * delta

View File

@@ -13,8 +13,8 @@ static var instances: Array[Player]
@export_group("References")
@export var attack: PlayerAttacker
@export var stats: PlayerStats
@export var movement: PlayerMovementHandler
@export var aiming: PlayerAimingHandler
@export var mover: PlayerMover
@export var aimer: PlayerAimer
@export var _cursor: PlayerCursor
@@ -31,7 +31,7 @@ func _ready() -> void:
func _process(_delta: float) -> void:
var aim_pos := global_position + aiming.aim_offset
var aim_pos := global_position + aimer.aim_offset
Debugger.marker("aim", aim_pos + Vector3.UP)
Debugger.vector("aimv", Vector3(aim_pos.x, 0, aim_pos.z), aim_pos + Vector3.UP)
@@ -39,12 +39,12 @@ func _process(_delta: float) -> void:
func _physics_process(delta: float) -> void:
_aiming()
var can_move := not attack.is_hitting()
velocity = movement.movement(velocity, delta, is_on_floor(), can_move)
velocity = mover.process_movement(velocity, delta, is_on_floor(), can_move)
move_and_slide()
if not attack.is_hitting() and aiming.aim_offset.length() > 0:
look_at(global_position + aiming.aim_offset, Vector3.UP, true)
if not attack.is_hitting() and aimer.aim_offset.length() > 0:
look_at(global_position + aimer.aim_offset, Vector3.UP, true)
_process_respawning()
_cursor.handle_cursor(self, delta)
@@ -62,8 +62,8 @@ func _unhandled_input(event: InputEvent) -> void:
):
return
aiming.handle_input(event, mode)
movement.handle_input(event, mode)
aimer.handle_input(event, mode)
mover.handle_input(event, mode)
if event.is_action_pressed("attack"):
attack.attack()
@@ -78,12 +78,12 @@ func input_mode_is(mode: Inputer.Mode) -> bool:
func _aiming() -> void:
if input_mode_is(Inputer.Mode.CONTROLLER):
aiming.controller_aiming(movement.move_input)
aimer.aim_controller(mover.move_input)
if input_mode_is(Inputer.Mode.KB_MOUSE):
var mouse_pos := get_viewport().get_mouse_position()
if get_viewport().get_visible_rect().has_point(mouse_pos):
aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
aimer.aim_mouse(mouse_pos, global_position, is_on_floor())
func _process_respawning() -> void:

View File

@@ -1,4 +1,4 @@
class_name PlayerAimingHandler
class_name PlayerAimer
extends Node
@export var _controller_aim_offset: float = 6
@@ -31,7 +31,7 @@ func handle_input(event: InputEvent, mode: Inputer.Mode) -> void:
_aim_down = motion_event.get_action_strength("aim_down")
func controller_aiming(move_input: Vector2) -> void:
func aim_controller(move_input: Vector2) -> void:
if Player.is_single_player():
aim_input = Input.get_vector(
"aim_left",
@@ -58,7 +58,7 @@ func controller_aiming(move_input: Vector2) -> void:
)
func mouse_aiming(
func aim_mouse(
mouse_pos: Vector2, player_position: Vector3, is_on_floor: bool
) -> void:
var position_y := player_position.y

View File

@@ -37,16 +37,16 @@ func _process(_delta: float) -> void:
_bone_flipper.flip = _is_left()
var has_input_prev := _has_input
_speed = _player.velocity.length() / _player.movement.move_speed
_speed = _player.velocity.length() / _player.mover.move_speed
_has_input = (
_player.movement.move_input.length() > 0 and not _player.attack.is_hitting()
_player.mover.move_input.length() > 0 and not _player.attack.is_hitting()
)
var velocity_relative := _player.to_local(
_player.global_position + _player.velocity
)
var velocity_blend := (
Vector2(-velocity_relative.x, velocity_relative.z) / _player.movement.move_speed
Vector2(-velocity_relative.x, velocity_relative.z) / _player.mover.move_speed
)
if _is_left():

View File

@@ -13,7 +13,7 @@ var _side: float = 0
func handle_cursor(player: Player, delta: float) -> void:
var cursor_pos_world := player.attack.global_position + player.aiming.aim_offset
var cursor_pos_world := player.attack.global_position + player.aimer.aim_offset
var cursor_pos_screen := MainCamera.instance.unproject_position(cursor_pos_world)
var clamp_corner_min := Vector2.ZERO
@@ -32,7 +32,7 @@ func handle_cursor(player: Player, delta: float) -> void:
_side_change_speed * delta
)
var aim_offset_normalized := player.aiming.aim_offset.normalized()
var aim_offset_normalized := player.aimer.aim_offset.normalized()
var bat_rotation_point_screen := MainCamera.instance.unproject_position(
cursor_pos_world + aim_offset_normalized.rotated(Vector3.UP, _side as float)
)

View File

@@ -1,4 +1,4 @@
class_name PlayerMovementHandler
class_name PlayerMover
extends Node
@export var move_speed: float = 8
@@ -54,7 +54,7 @@ func handle_input(event: InputEvent, mode: Inputer.Mode) -> void:
_move_down = motion_event.get_action_strength("move_down")
func movement(
func process_movement(
velocity: Vector3, delta: float, is_on_floor: bool, can_move: bool
) -> Vector3:
velocity = _lateral_movement(velocity, delta, can_move)