extends State class_name PlayerState @export var move_speed = 10.0 @export var move_transition_speed = 10.0 @export var health_lost_on_fall = 20.0 # respawn after falling const FALL_TIME_TO_RESPAWN : float = 3.0 const TIME_TO_CACHE_POSITION : float = 2.0 var ground_pos_cached = [] var fall_timer = FALL_TIME_TO_RESPAWN var ground_pos_timer = 0 @onready var character = get_parent().character func Update(delta): pass func respawn_on_fall(delta): if character.is_on_floor(): if ground_pos_timer > 0: ground_pos_timer -= delta else: ground_pos_timer = TIME_TO_CACHE_POSITION ground_pos_cached.append(character.global_position) if ground_pos_cached.size() > 2: ground_pos_cached.pop_front() else: if fall_timer > 0: fall_timer -= delta else: fall_timer = FALL_TIME_TO_RESPAWN character.global_position = ground_pos_cached[0] character.health -= health_lost_on_fall func apply_gravity(delta): if !character.is_on_floor(): character.velocity.y -= 9.8 * delta func body_look_at_mouse(): var mouse_raycast = MousePos.get_mouse_world_position() if mouse_raycast != null: character.body.look_at(Vector3(mouse_raycast.x,character.body.global_position.y,mouse_raycast.y),Vector3.UP) func standard_movement(delta): if character.is_on_floor(): var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") if input_dir != null: character.velocity.x = lerp(character.velocity.x, input_dir.x * move_speed, delta * move_transition_speed) character.velocity.z = lerp(character.velocity.z, input_dir.y * move_speed,delta * move_transition_speed) else: if character.velocity: const MOMENTUM = 2.0 character.velocity.x = lerp(character.velocity.x, 0.0,delta * MOMENTUM) character.velocity.z = lerp(character.velocity.z, 0.0,delta * MOMENTUM)