adding keyboard move, switch mouse rotation
This commit is contained in:
parent
4a6692050c
commit
553741deef
3 changed files with 115 additions and 148 deletions
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@ -5,84 +5,66 @@
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[node name="character" instance=ExtResource( "1_2jxjm" )]
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[node name="character" instance=ExtResource( "1_2jxjm" )]
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[node name="Skeleton3D" parent="char_grp/rig" index="0"]
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[node name="Skeleton3D" parent="char_grp/rig" index="0"]
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bones/2/position = Vector3(-0.0137206, -0.00893447, 0.623635)
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bones/2/rotation = Quaternion(-0.271757, 0.626496, -0.507842, 0.525117)
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bones/2/rotation = Quaternion(-0.0542181, -0.698824, 0.705138, 0.107172)
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bones/5/rotation = Quaternion(-0.445372, 0.390831, -0.410612, 0.693032)
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bones/5/position = Vector3(0.225526, -0.0449977, 1.00549)
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bones/6/rotation = Quaternion(-0.0372555, -0.0374979, 0.122351, 0.991078)
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bones/5/rotation = Quaternion(-0.212256, 0.507514, -0.409583, 0.727749)
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bones/9/rotation = Quaternion(-0.55327, -0.021387, -0.0662289, 0.830089)
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bones/6/rotation = Quaternion(0.0763622, -0.151315, 0.201611, 0.964689)
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bones/12/rotation = Quaternion(-0.69924, -0.00070756, -0.0840618, 0.709928)
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bones/9/rotation = Quaternion(-0.354247, -0.0113183, -0.114535, 0.928042)
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bones/14/rotation = Quaternion(-0.281124, -0.000329497, -0.0339629, 0.95907)
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bones/12/rotation = Quaternion(-0.0859619, -0.000690616, -0.0113947, 0.996233)
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bones/17/rotation = Quaternion(-0.541706, 0.00703882, -0.0505262, 0.839019)
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bones/14/rotation = Quaternion(-0.0708235, 0.00135137, 0.00912021, 0.997446)
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bones/20/rotation = Quaternion(-0.727666, -0.00506352, -0.0876433, 0.680291)
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bones/17/rotation = Quaternion(-0.289619, 0.0147139, -0.0606385, 0.955105)
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bones/22/rotation = Quaternion(-0.340549, -0.00194646, -0.041411, 0.939312)
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bones/20/rotation = Quaternion(-0.071225, -0.000127472, -0.014186, 0.997359)
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bones/25/rotation = Quaternion(-0.55521, 0.0120764, -0.0438172, 0.830467)
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bones/22/rotation = Quaternion(-0.050349, -0.000215399, -0.00607436, 0.998713)
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bones/28/rotation = Quaternion(-0.864959, 0.00479228, -0.103815, 0.490964)
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bones/25/rotation = Quaternion(-0.189839, 0.0091794, -0.0234996, 0.98149)
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bones/30/rotation = Quaternion(-0.171698, -0.00446994, -0.0205173, 0.984926)
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bones/28/rotation = Quaternion(-0.0475135, 0.000428396, -0.011606, 0.998803)
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bones/38/rotation = Quaternion(-0.38892, -0.00569116, -0.0466897, 0.92007)
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bones/30/rotation = Quaternion(-0.0834221, 0.000160671, 0.00221177, 0.996512)
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bones/41/rotation = Quaternion(0.0189979, 0.0622678, -0.039629, 0.997091)
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bones/33/rotation = Quaternion(-0.396376, -0.000130737, -0.142626, 0.906942)
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bones/44/rotation = Quaternion(-0.352984, -0.0533485, -0.00972458, 0.934057)
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bones/36/rotation = Quaternion(-0.172635, 0.0012423, -0.0155044, 0.984863)
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bones/47/rotation = Quaternion(-0.491492, -0.286184, 0.496952, 0.655418)
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bones/38/rotation = Quaternion(-0.0638606, 0.00298732, 0.0124317, 0.997877)
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bones/50/rotation = Quaternion(-0.440024, -0.360322, 0.385434, 0.726628)
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bones/41/rotation = Quaternion(-0.033223, -0.0646825, 0.00673106, 0.99733)
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bones/53/rotation = Quaternion(1.24162e-07, -0.0289177, 2.77174e-07, 0.999582)
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bones/44/rotation = Quaternion(-0.170821, 0.00587304, -0.0810434, 0.981944)
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bones/55/rotation = Quaternion(-0.445372, 0.390831, -0.410612, 0.693032)
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bones/46/rotation = Quaternion(-0.120295, 0.00125632, 0.0085031, 0.9927)
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bones/56/rotation = Quaternion(-2.72248e-07, -0.040541, -1.08628e-07, 0.999178)
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bones/47/position = Vector3(-0.134833, 0.0653124, 1.13379)
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bones/60/rotation = Quaternion(-0.502103, 0.436597, -0.652123, 0.363333)
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bones/47/rotation = Quaternion(-0.659221, -0.0283842, 0.430366, 0.61596)
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bones/65/rotation = Quaternion(-0.519517, -0.442971, 0.636258, 0.359241)
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bones/50/position = Vector3(-0.19488, 0.0360943, 1.03029)
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bones/66/rotation = Quaternion(9.07769e-10, 0.0551515, 3.5838e-08, 0.998478)
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bones/50/rotation = Quaternion(-0.632594, -0.189283, 0.26349, 0.703257)
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bones/70/rotation = Quaternion(-0.440024, -0.360322, 0.385434, 0.726628)
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bones/53/rotation = Quaternion(1.23425e-07, 0.194622, 2.8287e-07, 0.980878)
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bones/71/rotation = Quaternion(-0.067789, -0.0294414, -0.0321137, 0.996748)
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bones/55/position = Vector3(0.225526, -0.0449977, 1.00549)
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bones/74/rotation = Quaternion(-0.529658, 0.0176954, 0.0583603, 0.846016)
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bones/55/rotation = Quaternion(-0.212256, 0.507514, -0.409583, 0.727749)
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bones/77/rotation = Quaternion(-0.686348, 0.000695412, 0.0817067, 0.722669)
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bones/56/rotation = Quaternion(-2.54969e-07, -0.158062, -1.24093e-07, 0.987429)
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bones/79/rotation = Quaternion(-0.325638, 0.000781165, 0.0388156, 0.944697)
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bones/60/position = Vector3(-0.0306801, -0.00903376, 0.410954)
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bones/82/rotation = Quaternion(-0.508272, -0.0129833, 0.0348485, 0.860393)
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bones/60/rotation = Quaternion(0.27466, -0.583274, 0.654977, 0.394154)
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bones/85/rotation = Quaternion(-0.788088, 0.00548676, 0.0939959, 0.608319)
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bones/61/rotation = Quaternion(-1.67814e-07, 0.00969424, -2.09387e-07, 0.999953)
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bones/90/rotation = Quaternion(0.0583021, -0.0664381, 0.18425, 0.978897)
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bones/65/position = Vector3(0.228274, 0.0354965, 0.486375)
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bones/93/rotation = Quaternion(-0.325608, 0.00672599, -0.0201309, 0.945267)
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bones/65/rotation = Quaternion(-0.736181, -0.0420695, 0.0630477, 0.672527)
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bones/95/rotation = Quaternion(-0.476819, 0.0786276, -0.0477728, 0.874173)
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bones/66/rotation = Quaternion(-3.45758e-08, -0.0658087, -1.18379e-08, 0.997832)
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bones/98/rotation = Quaternion(-0.474577, -0.0113585, 0.0306311, 0.879608)
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bones/70/position = Vector3(-0.19488, 0.0360944, 1.03029)
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bones/101/rotation = Quaternion(-0.781749, -0.0043309, 0.0929099, 0.616618)
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bones/70/rotation = Quaternion(-0.632594, -0.189283, 0.263491, 0.703256)
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bones/103/rotation = Quaternion(-0.357714, 0.00928428, 0.0423253, 0.932826)
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bones/71/rotation = Quaternion(-0.133067, 0.197528, 0.0747902, 0.96834)
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bones/106/rotation = Quaternion(-0.574211, 0.0203224, 0.0987876, 0.812471)
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bones/74/rotation = Quaternion(-0.274108, 0.0121625, 0.120633, 0.954025)
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bones/109/rotation = Quaternion(-0.663777, 0.0235976, 0.0521688, 0.745736)
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bones/77/rotation = Quaternion(-0.151302, 0.00120142, 0.0177719, 0.988327)
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bones/111/rotation = Quaternion(-0.361751, 0.00527712, 0.0430036, 0.931268)
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bones/79/rotation = Quaternion(-0.115412, 0.00165681, 0.0111454, 0.993254)
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bones/112/rotation = Quaternion(0.0097308, -0.701742, -0.712346, 0.00508848)
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bones/82/rotation = Quaternion(-0.179167, -0.00608298, 0.0625111, 0.981812)
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bones/113/rotation = Quaternion(-0.0911941, -0.00258285, 0.000984978, 0.995829)
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bones/85/rotation = Quaternion(-0.126398, 1.04667e-05, 0.019615, 0.991786)
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bones/116/rotation = Quaternion(0.080616, 0.00590208, 0.00270844, 0.996724)
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bones/87/rotation = Quaternion(-0.0748097, 0.000649867, 0.00982608, 0.997149)
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bones/120/rotation = Quaternion(0.105174, 0.00605958, 0.0129845, 0.994351)
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bones/90/rotation = Quaternion(-0.0496308, 0.0679533, -0.0180453, 0.99629)
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bones/123/rotation = Quaternion(-0.562449, 0.324106, 0.455498, 0.609203)
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bones/93/rotation = Quaternion(-0.123578, 0.0137458, 0.101123, 0.987073)
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bones/125/rotation = Quaternion(-0.539888, -0.0493987, 0.199217, 0.816329)
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bones/95/rotation = Quaternion(-0.118975, 6.71328e-05, -0.000388975, 0.992897)
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bones/129/rotation = Quaternion(-0.558722, -0.301251, -0.453266, 0.625802)
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bones/98/rotation = Quaternion(-0.0805458, -0.000323918, 0.0182939, 0.996583)
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bones/131/rotation = Quaternion(-0.508332, 0.0333607, -0.240729, 0.826157)
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bones/101/rotation = Quaternion(-0.0693506, -0.00070072, 0.013769, 0.997497)
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bones/139/rotation = Quaternion(0.0980113, -0.0899481, -0.0867249, 0.98731)
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bones/103/rotation = Quaternion(-0.0785608, 0.00150039, 0.00594976, 0.99689)
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bones/140/rotation = Quaternion(-0.0310007, 0.0719017, 0.355743, 0.931298)
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bones/106/rotation = Quaternion(-0.328283, 0.00323289, 0.147203, 0.933033)
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bones/142/rotation = Quaternion(0.470828, 0.517658, -0.563252, 0.439429)
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bones/109/rotation = Quaternion(-0.210199, -0.0015143, 0.0192418, 0.977468)
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bones/143/rotation = Quaternion(0.00477369, 0.990276, 0.139034, 0.000545654)
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bones/111/rotation = Quaternion(-0.088144, 0.0013427, 0.0161606, 0.995976)
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bones/144/rotation = Quaternion(0.105475, -3.99246e-08, -0.0774747, 0.991399)
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bones/112/position = Vector3(0.019602, 0.0386716, 0.866973)
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bones/148/rotation = Quaternion(0.0834681, -3.02306e-08, 0.0769496, 0.993535)
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bones/112/rotation = Quaternion(0.532326, 0.514181, 0.504871, 0.444244)
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bones/151/rotation = Quaternion(0.0726204, 0.130697, 0.0872612, 0.984901)
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bones/113/rotation = Quaternion(-0.0649652, 0.110191, -0.0360143, 0.991131)
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bones/152/rotation = Quaternion(0.0219061, -0.0761316, -0.353842, 0.931944)
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bones/116/rotation = Quaternion(0.0561334, 0.300638, -0.0189887, 0.951895)
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bones/154/rotation = Quaternion(0.474683, -0.474536, 0.557822, 0.488187)
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bones/120/rotation = Quaternion(0.148044, 0.0480133, -0.00268973, 0.98781)
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bones/155/rotation = Quaternion(0.0047883, -0.989589, -0.143844, 0.0006509)
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bones/123/rotation = Quaternion(-0.508658, 0.40436, 0.59608, 0.471645)
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bones/156/rotation = Quaternion(-0.492611, 0.329333, -0.498554, 0.632707)
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bones/125/rotation = Quaternion(-0.428569, -0.0251431, 0.238236, 0.871172)
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bones/162/rotation = Quaternion(0.000208666, -0.699219, -0.714693, 0.0175177)
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bones/129/rotation = Quaternion(-0.601724, -0.289307, -0.457284, 0.587471)
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bones/163/rotation = Quaternion(-0.0303771, 0.00768932, 0.00157884, 0.999508)
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bones/131/rotation = Quaternion(-0.488059, 0.108326, 0.00490083, 0.866049)
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bones/139/rotation = Quaternion(-0.135171, -0.00136852, -0.227491, 0.964352)
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bones/140/rotation = Quaternion(0.0537204, -0.042591, 0.290175, 0.954515)
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bones/142/rotation = Quaternion(0.483791, 0.550795, -0.400661, 0.549583)
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bones/143/rotation = Quaternion(0.00484993, 0.9864, 0.164286, 0.00110764)
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bones/144/rotation = Quaternion(-0.13481, -4.23659e-08, -0.227675, 0.96436)
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bones/148/rotation = Quaternion(0.0382164, -2.35926e-08, -0.0828285, 0.995831)
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bones/151/rotation = Quaternion(0.0457827, 0.0887355, -0.0791179, 0.991852)
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bones/152/rotation = Quaternion(0.0968234, -0.0159964, -0.430017, 0.897471)
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bones/154/rotation = Quaternion(0.313121, -0.578061, 0.414367, 0.629366)
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bones/155/rotation = Quaternion(-0.00376207, 0.973964, 0.226656, 0.00254173)
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bones/156/position = Vector3(0.183474, -0.0360153, 1.116)
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bones/156/rotation = Quaternion(-0.366684, 0.410974, -0.627613, 0.550222)
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bones/159/position = Vector3(0.113059, 0.0613343, 0.667578)
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bones/159/rotation = Quaternion(-0.729315, -0.228512, -0.168593, 0.622461)
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bones/162/position = Vector3(0.040388, 0.0554522, 1.35329)
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bones/162/rotation = Quaternion(0.230239, 0.730674, 0.611786, 0.197031)
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bones/163/rotation = Quaternion(-0.102034, 0.307882, -0.036231, 0.945242)
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[node name="AnimationPlayer" parent="." index="1"]
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[node name="AnimationPlayer" parent="." index="1"]
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autoplay = "CHAR_idle_bored"
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autoplay = "CHAR_idle_bored"
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110
player/player.gd
110
player/player.gd
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@ -9,7 +9,6 @@ var starting_point = Vector2(DisplayServer.window_get_size().x / 2, DisplayServe
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var camera_rotate_y = 0.0
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var camera_rotate_y = 0.0
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var camera_rotate_x = 0.0
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var camera_rotate_x = 0.0
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var player_rotate_y = 0.0
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var player_rotate_y = 0.0
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#var timer_rotate:Timer
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var speed_rotate_1sec = PI
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var speed_rotate_1sec = PI
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var max_angle = PI / 2
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var max_angle = PI / 2
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const TWO_PI = 2.0 * PI
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const TWO_PI = 2.0 * PI
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@ -17,11 +16,6 @@ const PI_2 = PI / 2.0
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func _init():
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func _init():
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# timer_rotate = Timer.new()
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# add_child(timer_rotate)
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# timer_rotate.autostart = false
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# timer_rotate.wait_time = 1.0
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# timer_rotate.connect("timeout", update_rotate_start.bind())
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pass
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pass
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func _input(event):
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func _input(event):
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# If right mouse button is pressed and mouse moves, pan horizontally camera
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# and rotate vertically
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# and rotate vertically
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if Input.is_action_just_pressed ( "ui_strafe" ):
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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elif Input.is_action_just_released ( "ui_strafe" ):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.is_mouse_button_pressed( 2 ):
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if Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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camera_rotate_y += event.relative.x *0.01
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camera_rotate_y -= event.relative.x *0.01
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if camera_rotate_y >= PI:
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if camera_rotate_y >= PI:
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camera_rotate_y -= TWO_PI
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camera_rotate_y -= TWO_PI
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elif camera_rotate_y <= -PI:
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TWO_PI
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camera_rotate_y += TWO_PI
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$camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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$camera_root/horizontal_root.rotate_y( -event.relative.x *0.01 )
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# if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty):
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# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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# camera_rotate = roty
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# else:
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# $Mesh/character.rotate_y( event.relative.x *0.01 )
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# $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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var new_camera_rotate_x = camera_rotate_x + event.relative.y * 0.01
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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if new_camera_rotate_x <= PI_2 and new_camera_rotate_x >= - PI_2:
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$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
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$camera_root/horizontal_root/vertical_root.rotate_x( event.relative.y * 0.01 )
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camera_rotate_x = new_camera_rotate_x
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camera_rotate_x = new_camera_rotate_x
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# timer_rotate.autostart = false
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# timer_rotate.wait_time = 1.0
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# if timer_rotate.is_connected("timeout", update_rotate.bind()):
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# timer_rotate.stop()
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# timer_rotate.disconnect("timeout", update_rotate.bind())
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# timer_rotate.connect("timeout", update_rotate_start.bind())
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# timer_rotate.start(1.0)
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# print("Update timer")
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# else:
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# #timer_rotate.stop()
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# timer_rotate.start(1.0)
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# print("launch timer")
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func _physics_process(delta):
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func _physics_process(delta):
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@ -76,16 +56,33 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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motion_velocity.y = JUMP_FORCE
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# # Get the input direction and handle the movement/deceleration.
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if not Input.is_action_pressed( "ui_strafe" ):
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# # As good practice, you should replace UI actions with custom gameplay actions.
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var y = 0
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# var input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
|
if Input.is_action_pressed("ui_right"):
|
||||||
# var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
y -= 1
|
||||||
# if direction:
|
if Input.is_action_pressed("ui_left"):
|
||||||
# motion_velocity.x = direction.x * SPEED
|
y += 1
|
||||||
# motion_velocity.z = direction.z * SPEED
|
if y != 0:
|
||||||
# else:
|
var dt = y * delta * speed_rotate_1sec
|
||||||
# motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
|
camera_rotate_y += dt
|
||||||
# motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
|
if camera_rotate_y >= PI:
|
||||||
|
camera_rotate_y -= TWO_PI
|
||||||
|
elif camera_rotate_y <= -PI:
|
||||||
|
camera_rotate_y += TWO_PI
|
||||||
|
$camera_root/horizontal_root.rotate_y( dt )
|
||||||
|
|
||||||
|
# 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("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up")
|
||||||
|
if Input.is_action_pressed("ui_strafe"):
|
||||||
|
input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
|
||||||
|
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
|
||||||
|
if direction:
|
||||||
|
motion_velocity.x = direction.x * SPEED
|
||||||
|
motion_velocity.z = direction.z * SPEED
|
||||||
|
else:
|
||||||
|
motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
|
||||||
|
motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
|
||||||
|
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
||||||
|
@ -102,43 +99,16 @@ func _process( delta ):
|
||||||
absdiff = -absdiff
|
absdiff = -absdiff
|
||||||
|
|
||||||
if absdiff <= 0.5 * delta:
|
if absdiff <= 0.5 * delta:
|
||||||
$Mesh/character.rotate_y( diff )
|
rotate_y( diff )
|
||||||
|
$camera_root/horizontal_root.rotate_y( -diff )
|
||||||
|
# $Mesh/character.rotate_y( diff )
|
||||||
player_rotate_y = camera_rotate_y
|
player_rotate_y = camera_rotate_y
|
||||||
else:
|
else:
|
||||||
if diff >= 0.0:
|
if diff >= 0.0:
|
||||||
diff = delta * speed_rotate_1sec
|
diff = delta * speed_rotate_1sec
|
||||||
else:
|
else:
|
||||||
diff = -delta * speed_rotate_1sec
|
diff = -delta * speed_rotate_1sec
|
||||||
$Mesh/character.rotate_y( diff )
|
rotate_y( diff )
|
||||||
|
$camera_root/horizontal_root.rotate_y( -diff )
|
||||||
|
#$Mesh/character.rotate_y( diff )
|
||||||
player_rotate_y += diff
|
player_rotate_y += diff
|
||||||
|
|
||||||
|
|
||||||
#func update_rotate_start():
|
|
||||||
# print("update_rotate_start")
|
|
||||||
# var camera = $camera_root/horizontal_root.get_basis()
|
|
||||||
# var player = $Mesh/character.get_basis()
|
|
||||||
# timer_rotate.disconnect("timeout", update_rotate_start.bind())
|
|
||||||
# timer_rotate.connect("timeout", update_rotate.bind())
|
|
||||||
# timer_rotate.start(0.005)
|
|
||||||
#
|
|
||||||
#
|
|
||||||
#func update_rotate():
|
|
||||||
# print("update_rotate")
|
|
||||||
# var step = 0.0
|
|
||||||
# if camera_rotate >= 0.1:
|
|
||||||
# step = -0.05
|
|
||||||
# elif camera_rotate <= -0.1:
|
|
||||||
# step = +0.05
|
|
||||||
# $Mesh/character.rotate_y( -step )
|
|
||||||
# #$camera_root/horizontal_root.rotate_y( step / 2.0 )
|
|
||||||
# camera_rotate += step
|
|
||||||
## if (roty >= 0.0 and max_angle > roty) or (roty <= 0.0 and max_angle > -roty):
|
|
||||||
## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
|
|
||||||
## current_rotate = roty
|
|
||||||
## else:
|
|
||||||
## $Mesh/character.rotate_y( event.relative.x *0.01 )
|
|
||||||
## $camera_root/horizontal_root.rotate_y( event.relative.x *0.01 )
|
|
||||||
# if camera_rotate <= 0.1 and camera_rotate >= -0.1:
|
|
||||||
# timer_rotate.stop()
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -45,3 +45,18 @@ ui_down={
|
||||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
|
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
ui_strafe_left={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":true,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"unicode":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
ui_strafe_right={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":true,"meta_pressed":false,"command_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"unicode":0,"echo":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
ui_strafe={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"store_command":true,"alt_pressed":false,"shift_pressed":false,"meta_pressed":false,"command_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"pressed":false,"double_click":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue