MagicNStuff/source/components/characters/common/footstep_component.gd
SchimmelSpreu83 c7f96c78c4 Huge changes
Implemented spawn points correctly.
Added saving & loading (currently only implemented with the spawn_index).
You can now set spawn indicies in the DynamicAreaLoader to automatically load when the game is set to that value (on ready).
Added configuration warnings to DynamicAreaLoader & PlayerSpawnPoint

Added some generic translation (pot) files.
Added AudioManager autoload to play, stop, fade audio streams (and set the bus directly).
Added SceneFader autoload.
Added SaveManager autoload.
Added OptionsMenu with currently only volume sliders and a fullscreen toggle button.
Added PauseMenu
2025-03-01 13:28:21 +01:00

60 lines
1.3 KiB
GDScript

class_name FootstepComponent
extends Node
signal footstep_occured
@export var step_measure: float = 1.25
@export var character: CharacterBody3D
@export_node_path("AudioStreamPlayer", "AudioStreamPlayer2D", "AudioStreamPlayer3D")
var audio_player: NodePath: set = set_audio_player
var _distance_traveled: float = 0.0
var _was_in_air: bool = false
var _audio_player: Node
func _ready() -> void:
set_audio_player(audio_player)
func _physics_process(delta: float) -> void:
# Don't process if it isn't necessary.
if not is_instance_valid(character):
return
if audio_player.is_empty():
return
var on_floor: bool = character.is_on_floor()
if on_floor:
if _was_in_air:
# We landed. Play a footstep.
play_footstep()
_distance_traveled = 0.0
var velocity: Vector3 = abs(character.velocity)
velocity.y = 0.0
if velocity.is_zero_approx():
_distance_traveled = 0.0
else:
_distance_traveled += velocity.length() * delta
if _distance_traveled >= step_measure:
_distance_traveled = 0.0
play_footstep()
_was_in_air = not on_floor
func play_footstep() -> void:
footstep_occured.emit()
if is_instance_valid(_audio_player) and _audio_player.has_method(&"play"):
_audio_player.play()
func set_audio_player(new_player_path: NodePath) -> void:
audio_player = new_player_path
_audio_player = get_node_or_null(new_player_path)