StayAtHomeDev-Git/FPS-Godot-Basic-Setup

Crouch speed won't work

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The player goes not slower nor faster whenever I crouch

extends CharacterBody3D

@export var WALKINGSPEED : float = 5.0
@export var CROUCHINGSPEED : float = 2.0
@export var JUMP_VELOCITY : float = 4.5
@export var TOGGLE_CROUCH : bool = true
@export_range(5, 10, 0.1) var CROUCH_SPEED : float = 7.0
@export var MOUSE_SENSITIVITY : float = 0.5
@export var TILT_LOWER_LIMIT := deg_to_rad(-90.0)
@export var TILT_UPPER_LIMIT := deg_to_rad(90.0)
@export var CAMERA_CONTROLLER : Camera3D
@export var ANIMATIONPLAYER : AnimationPlayer
@export var CROUCH_SHAPECAST : ShapeCast3D

var _speed : float
var _mouse_input : bool = false
var _rotation_input : float
var _tilt_input : float
var _mouse_rotation : Vector3
var _player_rotation : Vector3
var _camera_rotation : Vector3
var _is_crouching : bool = false

Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")

func _unhandled_input(event: InputEvent) -> void:

_mouse_input = event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED
if _mouse_input:
	_rotation_input = -event.relative.x * MOUSE_SENSITIVITY
	_tilt_input = -event.relative.y * MOUSE_SENSITIVITY

func _input(event):

if event.is_action_pressed("exit"):
	get_tree().quit()
if event.is_action_pressed("Crouch") and is_on_floor():
	toggle_crouch()
if event.is_action_pressed("Crouch") and _is_crouching == false and is_on_floor() and TOGGLE_CROUCH == false:
	crouching(true)
if event.is_action_released("Crouch") and TOGGLE_CROUCH == false:
	if CROUCH_SHAPECAST.is_colliding() == false:
		crouching(false)
	elif CROUCH_SHAPECAST.is_colliding() == true:
		uncrouch_check()

func _update_camera(delta):

# Rotates camera using euler rotation
_mouse_rotation.x += _tilt_input * delta
_mouse_rotation.x = clamp(_mouse_rotation.x, TILT_LOWER_LIMIT, TILT_UPPER_LIMIT)
_mouse_rotation.y += _rotation_input * delta

_player_rotation = Vector3(0.0,_mouse_rotation.y,0.0)
_camera_rotation = Vector3(_mouse_rotation.x,0.0,0.0)

CAMERA_CONTROLLER.transform.basis = Basis.from_euler(_camera_rotation)
global_transform.basis = Basis.from_euler(_player_rotation)

CAMERA_CONTROLLER.rotation.z = 0.0

_rotation_input = 0.0
_tilt_input = 0.0

func _ready():

# Get mouse input
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

_speed = WALKINGSPEED

# Make sure your character doesn't start humping itself lol
CROUCH_SHAPECAST.add_exception($".")

func _physics_process(delta):

# Update camera movement based on mouse movement
_update_camera(delta)

# Add the gravity.
if not is_on_floor():
	velocity.y -= gravity * delta

# Handle Jump.
if Input.is_action_just_pressed("Jump") and is_on_floor() and _is_crouching == false:
	velocity.y = JUMP_VELOCITY

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("Left", "Right", "Forth", "Back")

var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

if direction:
	velocity.x = direction.x * _speed
	velocity.z = direction.z * _speed
else:
	velocity.x = move_toward(velocity.x, 0, _speed)
	velocity.z = move_toward(velocity.z, 0, _speed)

move_and_slide()

func toggle_crouch():
if _is_crouching == true and CROUCH_SHAPECAST.is_colliding() == false:
ANIMATIONPLAYER.play("crouch", -1, -CROUCH_SPEED, true)
elif _is_crouching == false:
ANIMATIONPLAYER.play("crouch", -1, CROUCH_SPEED)

func crouching(state : bool):
match state:
true:
ANIMATIONPLAYER.play("crouch", -1, CROUCH_SPEED)
set_crouch_speed("crouching")
false:
ANIMATIONPLAYER.play("crouch", -1, -CROUCH_SPEED, true)
set_crouch_speed("default")

func _on_animation_player_animation_started(anim_name):
if anim_name == "crouch":
_is_crouching = !_is_crouching

func uncrouch_check():
if CROUCH_SHAPECAST.is_colliding() == false:
crouching(false)
if CROUCH_SHAPECAST.is_colliding() == true:
await get_tree().create_timer(0.1).timeout
uncrouch_check()

func set_crouch_speed(state : String):
match state:
"default":
_speed = WALKINGSPEED
"crouching":
_speed = CROUCHINGSPEED