added controller support
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@@ -3,12 +3,14 @@ using Godot;
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public partial class player : CharacterBody3D
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{
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public Vector3 direction;
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public Vector2 gpCamVector;
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public bool gamepadMode;
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[Export] float speed = 5.0f;
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[Export] float jumpVelocity = 5f;
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[Export] float gravity = 14f;
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[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
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[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
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[Export(PropertyHint.Range, "0.1,1.0")] float camSensitivity = 0.3f;
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[Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f;
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public override void _Process(double delta)
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{
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@@ -24,6 +26,17 @@ public partial class player : CharacterBody3D
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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//camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput)
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gpCamVector = Input.GetVector("gp_cam_left", "gp_cam_right", "gp_cam_up", "gp_cam_down");
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if(gpCamVector != Vector2.Zero)
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{
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= gpCamVector.x * camSensitivity * 500 * (float)delta;
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camRot.x -= gpCamVector.y * camSensitivity * 500 * (float)delta;
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GD.Print(gpCamVector);
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camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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@@ -32,7 +45,7 @@ public partial class player : CharacterBody3D
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if (!IsOnFloor())
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velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
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velocity.y = jumpVelocity;
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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@@ -52,13 +65,14 @@ public partial class player : CharacterBody3D
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}
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public override void _Input(InputEvent @event)
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{
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gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion;
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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{
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
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camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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camRot.y -= mouseMotion.Relative.x * camSensitivity;
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camRot.x -= mouseMotion.Relative.y * camSensitivity;
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}
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camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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