109 lines
2.5 KiB
Haxe
Executable file
109 lines
2.5 KiB
Haxe
Executable file
package armory.trait;
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import iron.math.Vec4;
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import iron.system.Input;
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import iron.object.Object;
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import armory.trait.physics.PhysicsWorld;
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import armory.trait.internal.CameraController;
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class ThirdPersonController extends CameraController {
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#if (!arm_physics)
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public function new() { super(); }
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#else
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static inline var rotationSpeed = 1.0;
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var animObject: String;
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var idleAction: String;
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var runAction: String;
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var currentAction: String;
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var arm: Object;
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public function new(animObject = "", idle = "idle", run = "run") {
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super();
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this.animObject = animObject;
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this.idleAction = idle;
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this.runAction = run;
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currentAction = idleAction;
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iron.Scene.active.notifyOnInit(init);
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}
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function findAnimation(o: Object): Object {
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if (o.animation != null) return o;
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for (c in o.children) {
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var co = findAnimation(c);
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if (co != null) return co;
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}
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return null;
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}
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function init() {
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if (animObject == "") arm = findAnimation(object);
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else arm = object.getChild(animObject);
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PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
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notifyOnUpdate(update);
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notifyOnRemove(removed);
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}
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var xVec = Vec4.xAxis();
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var zVec = Vec4.zAxis();
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function preUpdate() {
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if (Input.occupied || !body.ready) return;
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var mouse = Input.getMouse();
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if (mouse.down()) {
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camera.transform.rotate(xVec, mouse.movementY / 250 * rotationSpeed);
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transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
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camera.buildMatrix();
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body.syncTransform();
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}
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}
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function removed() {
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PhysicsWorld.active.removePreUpdate(preUpdate);
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}
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var dir = new Vec4();
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function update() {
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if (!body.ready) return;
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if (jump) body.applyImpulse(new Vec4(0, 0, 20));
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// Move
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dir.set(0, 0, 0);
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if (moveForward) dir.add(transform.look());
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if (moveBackward) dir.add(transform.look().mult(-1));
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if (moveLeft) dir.add(transform.right().mult(-1));
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if (moveRight) dir.add(transform.right());
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// Push down
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var btvec = body.getLinearVelocity();
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body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
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if (moveForward || moveBackward || moveLeft || moveRight) {
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if (currentAction != runAction) {
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arm.animation.play(runAction, null, 0.2);
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currentAction = runAction;
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}
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dir.mult(-4 * 0.7);
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body.activate();
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body.setLinearVelocity(dir.x, dir.y, btvec.z - 1.0);
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}
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else {
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if (currentAction != idleAction) {
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arm.animation.play(idleAction, null, 0.2);
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currentAction = idleAction;
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}
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}
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// Keep vertical
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body.setAngularFactor(0, 0, 0);
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camera.buildMatrix();
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}
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#end
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}
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