trenches/src/player.hpp

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#ifndef TR_PLAYER_HPP
#define TR_PLAYER_HPP
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#include "camera_effects.hpp"
#include "damageable_entity.hpp"
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#include "player_anim_tree.hpp"
#include "utils/player_input.hpp"
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#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/animation_node_state_machine_playback.hpp>
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namespace gd = godot;
class Player : public gd::CharacterBody3D, public DamageableEntity {
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GDCLASS(Player, gd::CharacterBody3D);
static void _bind_methods();
public:
virtual void _ready() override;
virtual void _process(double delta) override;
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virtual void _physics_process(double delta) override;
virtual void damage() override;
void process_transform_camera(double delta);
void process_rotate(double delta);
void _on_dir_horizontal(gd::Ref<gd::InputEvent>, float value);
void _on_dir_vertical(gd::Ref<gd::InputEvent>, float value);
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void _on_look_vertical(gd::Ref<gd::InputEvent>, float value);
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void _on_fire(gd::Ref<gd::InputEvent> event, float);
void _on_run(gd::Ref<gd::InputEvent> event, float);
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void _on_switch_shoulder(gd::Ref<gd::InputEvent> event, float);
gd::Vector2 get_input_directions() const;
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private:
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PlayerAnimTree *anim_tree{nullptr};
gd::Node3D *camera_parent{nullptr};
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CameraEffects *camera{};
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float camera_height{0.f};
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utils::PlayerInput *input{nullptr};
gd::Node3D *model_node{nullptr};
gd::Vector2 input_directions{0.f, 0.f};
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float input_look_vertical{0.f};
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float const ROTATION_SPEED{1.8f};
float const CAMERA_ROTATION_SPEED{2.f};
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float const CAMERA_VERTICAL_LIMIT{0.1};
float const CAMERA_VERTICAL_ROTATION_SPEED{1.5f};
float const AIMING_CAMERA_ROTATION_SPEED{1.f};
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float const AIM_INPUT_THRESHOLD{-0.9f};
float const WALK_INPUT_THRESHOLD{0.5f};
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};
#endif // !TR_PLAYER_HPP