103 lines
3.1 KiB
GDScript
103 lines
3.1 KiB
GDScript
extends Node
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class_name CameraComponent
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@export var networking_path : NodePath
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@onready var networking = get_node(networking_path)
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#####################################
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#Refrences
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@export var character_movement_component : NodePath
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@export var camera_path : NodePath
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@export var spring_arm_path : NodePath
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@onready var SpringArm = get_node(spring_arm_path)
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@onready var Camera = get_node(camera_path)
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@onready var PlayerRef = get_node(character_movement_component)
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@onready var HObject = SpringArm
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@onready var VObject = SpringArm
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#####################################
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var CameraHOffset := 0.0
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@export var view_angle : Global.view_angle = Global.view_angle.right_shoulder:
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get: return view_angle
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set(Newview_angle):
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# if view_mode == Global.view_mode.first_person:
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# return
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view_angle = Newview_angle
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if Camera:
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match Newview_angle:
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Global.view_angle.right_shoulder:
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CameraHOffset = 0.45
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update_camera_offset()
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Global.view_angle.left_shoulder:
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CameraHOffset = -0.45
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update_camera_offset()
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Global.view_angle.head:
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CameraHOffset = 0.0
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update_camera_offset()
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@export var view_mode = Global.view_mode :
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get: return view_mode
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set(Newview_mode):
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view_mode = Newview_mode
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if VObject:
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VObject.rotation.x = 0.0
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if SpringArm:
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match view_mode:
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Global.view_mode.first_person:
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view_angle = Global.view_angle.head
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PlayerRef.rotation_mode = Global.rotation_mode.looking_direction
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SpringArm.spring_length = -0.4
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VObject = Camera
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Global.view_mode.third_person:
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SpringArm.spring_length = 1.75
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VObject = SpringArm
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@export var mouse_sensitvity : float = 0.01
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var camera_h : float = 0
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var camera_v : float = 0
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@export var camera_vertical_min = -90
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@export var camera_vertical_max =90
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var acceleration_h = 10
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var acceleration_v = 10
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func _ready():
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# Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Camera.current = networking.is_local_authority()
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func _input(event):
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if event is InputEventMouseMotion:
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camera_h += -event.relative.x * mouse_sensitvity
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camera_v += -event.relative.y * mouse_sensitvity
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func _physics_process(delta):
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camera_v = clamp(camera_v,deg_to_rad(camera_vertical_min),deg_to_rad(camera_vertical_max))
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HObject.rotation.y = lerp(HObject.rotation.y,camera_h,delta * acceleration_h)
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VObject.rotation.x = lerp(VObject.rotation.x,camera_v,delta * acceleration_v)
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match PlayerRef.rotation_mode:
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Global.rotation_mode.aiming:
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if PlayerRef.gait == Global.gait.sprinting: # character can't sprint while aiming
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PlayerRef.gait = Global.gait.running
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smooth_fov(60.0)
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Global.rotation_mode.velocity_direction:
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smooth_fov(90.0)
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Global.rotation_mode.looking_direction:
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smooth_fov(90.0)
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func update_camera_offset():
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var tween := create_tween()
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tween.tween_property(Camera,"h_offset",CameraHOffset,0.5).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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var changing_view := false
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func smooth_fov(current_fov:float):
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if changing_view:
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return
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changing_view=true
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var tween := create_tween()
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tween.tween_property(Camera,"fov",current_fov,0.1)
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tween.tween_callback(func(): changing_view=false)
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