khanat-client/assets/creatures/arche/player_arche.gd
2021-03-23 23:24:40 +01:00

65 lines
2.1 KiB
GDScript

extends Spatial
onready var camera_tps = $character/spring_arm/camera_tps
onready var camera_fps = $character/spring_arm/camera_fps
var mouse_delta = Vector2.ZERO
var zoom_level = 0
var camera_position = Vector3( 0.0, 2.0, -2.0 )
var proximity_objects = []
var focused_object = null
var focus_index = 0
static func get_input_direction() -> Vector3:
return Vector3(
Input.get_action_strength("move_strafe_right") - Input.get_action_strength("move_strafe_left"),
0,
Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
)
func _input( event ):
# Run.
if event.is_action_pressed( "move_toggle_run" ):
$character.is_running = not $character.is_running
# Camera.
if event.is_action( "camera_zoom_in" ):
self.zoom_level += 1
elif event.is_action( "camera_zoom_out" ):
self.zoom_level -= 1
if event.is_action_pressed( "camera_reset_view" ):
$character/spring_arm.rotation = Vector3.ZERO
self.zoom_level = 0
if event.is_action_pressed( "camera_switch" ):
if self.camera_tps.current:
self.camera_fps.make_current()
$character/spring_arm.rotation = Vector3.ZERO
# self.hide()
else:
self.camera_tps.make_current()
# self.show()
if event is InputEventMouseMotion:
self.mouse_delta = event.relative
# Jump.
if event.is_action_pressed( "move_jump" ) and not $character.is_falling:
$character.is_jump_started = true
if event.is_action_pressed( "interact" ):
# self.interact()
pass
if event.is_action_pressed( "focus_next" ):
# self.focus_next()
pass
func _process( delta ):
$character.direction = self.get_input_direction()
# Rotation.
if not Input.is_key_pressed( KEY_SHIFT ) and not $character.is_jump_started:
$character.orientation = (Input.get_action_strength("move_turn_left") - Input.get_action_strength("move_turn_right"))
else:
$character.orientation = 0.0
# Camera.
if not self.mouse_delta == Vector2.ZERO and self.camera_tps.current:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
$character/spring_arm.rotate_y( -self.mouse_delta.x * 0.01 )
self.camera_tps.rotate_x( self.mouse_delta.y * 0.01 )