92 lines
3.0 KiB
GDScript
92 lines
3.0 KiB
GDScript
extends CharacterBody3D
|
|
|
|
@export var PlayerPhantomCam: PhantomCamera3D
|
|
|
|
@onready var animation_player: AnimationPlayer = $AnimationPlayer
|
|
|
|
const SPEED = 5.0
|
|
const JUMP_VELOCITY = 4.5
|
|
|
|
@onready var MainCamera: Camera3D = get_viewport().get_camera_3d()
|
|
@export var mouse_sensitivity: float = 0.5
|
|
@export var min_pitch: float = -89.9
|
|
@export var max_pitch: float = 50
|
|
@export var min_yaw: float = 0
|
|
@export var max_yaw: float = 360
|
|
|
|
func _ready() -> void:
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
|
|
|
func _process(delta: float) -> void:
|
|
if DialogueState.start_play:
|
|
return
|
|
if Input.is_action_just_released('ui_cancel'):
|
|
if Input.mouse_mode != Input.MOUSE_MODE_VISIBLE:
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
|
else:
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if DialogueState.start_play:
|
|
return
|
|
# Add the gravity.
|
|
if not is_on_floor():
|
|
velocity += get_gravity() * delta
|
|
|
|
# Handle jump.
|
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
|
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("move_left", "move_right", "move_up", "move_down")
|
|
#var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
|
|
#Camera3D
|
|
var direction := (MainCamera.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)
|
|
if direction.length_squared() != 0:
|
|
animation_player.play("walk")
|
|
rotation.y = MainCamera.rotation.y + PI
|
|
else:
|
|
animation_player.play("idle")
|
|
move_and_slide()
|
|
|
|
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if DialogueState.start_play:
|
|
return
|
|
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
|
_set_pcam_rotation(PlayerPhantomCam, event)
|
|
|
|
func _set_pcam_rotation(pcam: PhantomCamera3D, event: InputEvent) -> void:
|
|
|
|
if event is InputEventMouseMotion:
|
|
var pcam_rotation_degrees: Vector3
|
|
|
|
# Assigns the current 3D rotation of the SpringArm3D node - so it starts off where it is in the editor
|
|
pcam_rotation_degrees = pcam.get_third_person_rotation_degrees()
|
|
|
|
# Change the X rotation
|
|
pcam_rotation_degrees.x -= event.relative.y * mouse_sensitivity
|
|
|
|
# Clamp the rotation in the X axis so it go over or under the target
|
|
pcam_rotation_degrees.x = clampf(pcam_rotation_degrees.x, min_pitch, max_pitch)
|
|
|
|
# Change the Y rotation value
|
|
pcam_rotation_degrees.y -= event.relative.x * mouse_sensitivity
|
|
|
|
# Sets the rotation to fully loop around its target, but witout going below or exceeding 0 and 360 degrees respectively
|
|
pcam_rotation_degrees.y = wrapf(pcam_rotation_degrees.y, min_yaw, max_yaw)
|
|
|
|
# Change the SpringArm3D node's rotation and rotate around its target
|
|
pcam.set_third_person_rotation_degrees(pcam_rotation_degrees)
|
|
|
|
|