update player rotation
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c9340d55d6
commit
4919a117ab
1 changed files with 32 additions and 6 deletions
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@ -4,6 +4,7 @@ var animation_object:AnimationPlayer = null
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var rotation_speed_factor = 0.01
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var orientation = 0.0
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var direction = Vector3.ZERO
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var velocity: = Vector3.ZERO
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export var gravity = -9.0
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func search_animation( obj ) -> bool:
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@ -89,14 +90,25 @@ static func get_input_direction() -> Vector3:
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func _process( delta ):
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Config.msg_info( Input.get_action_strength("move_backward") )
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Config.msg_info( Input.get_action_strength("move_forward") )
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#Config.msg_info( "B:" + str(Input.get_action_strength("move_backward")) + " F:" + str(Input.get_action_strength("move_forward") ))
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# $character.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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self.direction = self.get_input_direction()
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#self.direction = self.get_input_direction()
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self.rotate_y( self.rotation_speed_factor * self.orientation )
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var input_direction: = self.get_input_direction()
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# var forwards: Vector3 = self.camera.global_transform.basis.z * input_direction.z
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# var right: Vector3 = self.camera.global_transform.basis.x * input_direction.x
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# var move_direction: = forwards + right
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# if move_direction.length() > 1.0:
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# move_direction = move_direction.normalized()
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# move_direction.y = 0
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# Movement
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#velocity = self.calculate_velocity(velocity, input_direction, delta)
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#velocity = $creature.move_and_slide(velocity, Vector3.UP, true)
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#Config.msg_info("X:" + str($creature.))
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func calculate_velocity(
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@ -122,5 +134,19 @@ func _input( event ):
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else:
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self.orientation = 0.0
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if event is InputEventMouseMotion and Input.is_mouse_button_pressed( 2 ):
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if $creature:
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self.rotate_y( event.relative.x *0.01 )
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self.rotate_y( event.relative.x *0.01 )
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if $creature/camera_fps.current:
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# On FPS - we can move head to see up or down
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var current = $creature/camera_fps.get_rotation()
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# Config.msg_info("X:" + str(current.x) + " v:" + str(event.relative.y))
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if (event.relative.y > 0.0 and current.x > -1.4) or (event.relative.y < 0.0 and current.x < 1.4) :
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$creature/camera_fps.rotate_x( event.relative.y *0.01 )
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elif event.is_action_pressed( "camera_switch" ):
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if $creature/camera_tps.current:
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# Reset angle X for camera
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var current = $creature/camera_fps.get_rotation()
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current.x = 0.0
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$creature/camera_fps.set_rotation(current)
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$creature/camera_fps.make_current()
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else:
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$creature/camera_tps.make_current()
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