added early crouch script to player
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@@ -1,9 +1,10 @@
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[gd_scene load_steps=39 format=3 uid="uid://drwae3loscbw7"]
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[gd_scene load_steps=40 format=3 uid="uid://drwae3loscbw7"]
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[ext_resource type="Script" uid="uid://bieeh1iro4ji1" path="res://scripts/player.gd" id="1_x7wms"]
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[ext_resource type="Script" uid="uid://csju024nerln6" path="res://scripts/StateMachine.gd" id="2_irwor"]
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[ext_resource type="Script" uid="uid://s2nes6cthron" path="res://scripts/recoil.gd" id="3_405jc"]
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[ext_resource type="Script" uid="uid://o7g6oowyn6pe" path="res://scripts/player_on_foot.gd" id="3_ib4e7"]
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[ext_resource type="Script" uid="uid://dlymy0m127nt0" path="res://scripts/player_crouched.gd" id="4_67mtf"]
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[ext_resource type="Texture2D" uid="uid://cknftvqq8rbrm" path="res://assets/Textures/Cookie_tutorial_texture_flashlight.png" id="4_x670l"]
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[ext_resource type="PackedScene" uid="uid://dqgtnykkbngem" path="res://assets/weapon_select.tscn" id="5_bvbcl"]
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[ext_resource type="PackedScene" uid="uid://br882tlh3cfwu" path="res://hud.tscn" id="5_yenaw"]
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@@ -136,9 +137,9 @@ script = ExtResource("1_x7wms")
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SENSITIVITY = 0.008
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weapon_holder = NodePath("Head/Recoil/Camera3D/WeaponHolder")
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[node name="States" type="Node" parent="." node_paths=PackedStringArray("player_character", "initial_state")]
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[node name="States" type="Node" parent="." node_paths=PackedStringArray("character", "initial_state")]
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script = ExtResource("2_irwor")
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player_character = NodePath("..")
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character = NodePath("..")
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initial_state = NodePath("On Foot")
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[node name="On Foot" type="Node" parent="States"]
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@@ -146,6 +147,9 @@ script = ExtResource("3_ib4e7")
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metadata/_custom_type_script = "uid://dk0vg5btak80a"
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[node name="Crouched" type="Node" parent="States"]
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script = ExtResource("4_67mtf")
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move_speed = 5.0
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move_transition_speed = 3.0
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[node name="Jumping" type="Node" parent="States"]
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@@ -4,11 +4,11 @@ class_name PlayerState
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@export var move_speed: float = 12
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@export var move_transition_speed : float = 7
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@onready var player_character = get_parent().player_character
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@onready var character = get_parent().character
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var move_target
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var look_target
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func standard_movement(delta):
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player_character.velocity.x = lerp(player_character.velocity.x, player_character.movement_input().x * move_speed,delta * move_transition_speed)
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player_character.velocity.z = lerp(player_character.velocity.z, player_character.movement_input().z * move_speed,delta * move_transition_speed)
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character.velocity.x = lerp(character.velocity.x, character.movement_input().x * move_speed,delta * move_transition_speed)
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character.velocity.z = lerp(character.velocity.z, character.movement_input().z * move_speed,delta * move_transition_speed)
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@@ -1,7 +1,7 @@
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extends Node
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class_name StateMachine
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@export var player_character : Player
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@export var character : Player
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@export var initial_state : State
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var current_state : State
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