update mouvement player & camera with mousse
This commit is contained in:
parent
a94095128e
commit
3e7d670455
5 changed files with 54 additions and 6 deletions
|
@ -344,6 +344,7 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.1
|
|||
light_energy = 10.0
|
||||
|
||||
[node name="Status" type="Control" parent="." index="11"]
|
||||
visible = false
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
|
|
|
@ -71,8 +71,9 @@ func _input(event):
|
|||
if Common.is_menu_visible():
|
||||
return
|
||||
if event is InputEventMouseMotion:
|
||||
camera_h += -event.relative.x * mouse_sensitvity
|
||||
camera_v += -event.relative.y * mouse_sensitvity
|
||||
if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY_MOUSE") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
|
||||
camera_h += -event.relative.x * mouse_sensitvity
|
||||
camera_v += -event.relative.y * mouse_sensitvity
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
|
|
|
@ -49,7 +49,10 @@ var crouch_height := 1.0
|
|||
|
||||
@export var crouch_switch_speed := 5.0
|
||||
|
||||
@export var rotation_in_place_min_angle := 90.0
|
||||
#@export var rotation_in_place_min_angle := 90.0
|
||||
@export var rotation_in_place_min_angle := 180.0
|
||||
@export var rotation_in_place_back_min_angle := 5.0
|
||||
@export var rotation_back_speed := 5.0
|
||||
|
||||
#Movement Values Settings
|
||||
#you could play with the values to achieve different movement settings
|
||||
|
@ -596,6 +599,23 @@ func rotate_in_place_check():
|
|||
smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),get_physics_process_delta_time())
|
||||
|
||||
|
||||
func rotate_in_place() -> bool:
|
||||
# Function used to automatically turn perso (when we ask to reconcilaite camera)
|
||||
var CameraAngle = Quaternion(Vector3(0,1,0),camera_root.HObject.rotation.y)
|
||||
var MeshAngle = Quaternion(Vector3(0,1,0),mesh_ref.rotation.y)
|
||||
|
||||
rotation_difference_camera_mesh = rad_to_deg(MeshAngle.angle_to(CameraAngle) - PI)
|
||||
if (CameraAngle.dot(MeshAngle)) > 0:
|
||||
rotation_difference_camera_mesh *= -1
|
||||
if floor(abs(rotation_difference_camera_mesh)) > rotation_in_place_back_min_angle:
|
||||
is_rotating_in_place = true
|
||||
smooth_character_rotation(-camera_root.HObject.transform.basis.z,rotation_back_speed,get_physics_process_delta_time())
|
||||
return true
|
||||
else:
|
||||
is_rotating_in_place = false
|
||||
return false
|
||||
|
||||
|
||||
func ik_look_at(position: Vector3):
|
||||
var lookatobject = character_node.get_node("LookAtObject")
|
||||
if lookatobject:
|
||||
|
|
|
@ -8,7 +8,11 @@ extends CharacterMovementComponent
|
|||
@export var UsingSprintToggle := false
|
||||
@export var UsingCrouchToggle := false
|
||||
#####################################
|
||||
@export var mouse_sensitvity : float = 0.01
|
||||
|
||||
var player_h : float = 0
|
||||
var player_v : float = 0
|
||||
var reconciliate_rotate_player_back:bool = false
|
||||
var h_rotation :float
|
||||
#var v_rotation :float
|
||||
|
||||
|
@ -39,7 +43,18 @@ func _physics_process(delta):
|
|||
if Common.is_menu_visible():
|
||||
add_movement_input(direction,0,deacceleration)
|
||||
return
|
||||
if Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
|
||||
if Input.is_action_pressed("INPUT_ACTION_CAMERA_MOVE_PLAYER_MOUSE") && Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
|
||||
direction = Vector3(0.0,
|
||||
0.0 if is_flying == true else 0.0,
|
||||
-1.0)
|
||||
direction = direction.rotated(Vector3.UP,h_rotation).normalized()
|
||||
if gait == Global.gait.sprinting :
|
||||
add_movement_input(direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration)
|
||||
elif gait == Global.gait.running:
|
||||
add_movement_input(direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
|
||||
else:
|
||||
add_movement_input(direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
|
||||
elif Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
|
||||
direction = Vector3(Input.get_action_strength("INPUT_ACTION_RIGHT") - Input.get_action_strength("INPUT_ACTION_LEFT"),
|
||||
0.0 if is_flying == true else 0.0,
|
||||
Input.get_action_strength("INPUT_ACTION_BACK") - Input.get_action_strength("INPUT_ACTION_FORWARD"))
|
||||
|
@ -50,6 +65,8 @@ func _physics_process(delta):
|
|||
add_movement_input(direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
|
||||
else:
|
||||
add_movement_input(direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
|
||||
elif reconciliate_rotate_player_back:
|
||||
reconciliate_rotate_player_back = rotate_in_place()
|
||||
else:
|
||||
add_movement_input(direction,0,deacceleration)
|
||||
|
||||
|
@ -128,6 +145,15 @@ var view_changed_recently = false
|
|||
func _input(event):
|
||||
if Common.is_menu_visible():
|
||||
return
|
||||
#if event is InputEventMouseMotion:
|
||||
if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
|
||||
reconciliate_rotate_player_back = true
|
||||
# player_h += -event.relative.x * mouse_sensitvity
|
||||
# player_v += -event.relative.y * mouse_sensitvity
|
||||
# Common.msg_debug("player_h:" + str(player_h))
|
||||
# if reconciliate_rotate_player_back:
|
||||
# Common.msg_debug("h_rotation:" + str(h_rotation))
|
||||
# pass
|
||||
#------------------ Motion Warping test------------------#
|
||||
if event.is_action_pressed("INPUT_ACTION_FIRE"):
|
||||
anim_ref.active = false
|
||||
|
|
File diff suppressed because one or more lines are too long
Loading…
Reference in a new issue