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@@ -3,79 +3,36 @@ using System;
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public partial class player : CharacterBody3D
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{
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public float gotDelta;
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public const float Speed = 5.0f;
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[Export] float JumpVelocity = 5.5f;
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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 minCamPitch = -90f;
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[Export (PropertyHint.Range, "0,90,1")] float maxCamPitch = 90f;
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public Marker3D cameraCenter;
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public Camera3D camera;
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public Vector3 camPosition;
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public Vector3 playerResetPosition;
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//TODO: Add camera max rotation on ground (Preventing turning camera to upside down)
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//TODO: just rotate model not just everything
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//NOTICE: Since Beta 7 of Godot 4 the turning isn't smooth anymore
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public override void _Ready()
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{
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cameraCenter = GetNode<Marker3D>("camera_center");
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camera = GetNode<Camera3D>("camera_center/spring_arm/camera");
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mouseSensitivity = mouseSensitivity / 2;
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minCamPitch = minCamPitch + (float)Math.PI / 2;
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maxCamPitch = maxCamPitch + (float)Math.PI / 2;
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Input.MouseMode = Input.MouseModeEnum.Captured;
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}
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public override void _Process(double delta)
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{
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gotDelta = (float)delta;
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
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}
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[Export] public const float Speed = 5.0f;
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[Export] public const float JumpVelocity = 4.5f;
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[Export] public const float gravity = 9f;
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//eveyrthing will be replaced with roatation and direction based movement
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//camera global position will be included when calculating the player movement
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public override void _PhysicsProcess(double delta)
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{
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Vector3 velocity = Velocity;
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if (!IsOnFloor())
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velocity.y -= gravity * (float)delta;
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if (Input.IsActionJustPressed("move_jump" ) && Input.MouseMode == Input.MouseModeEnum.Captured && IsOnFloor())
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor())
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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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Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
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if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (direction != Vector3.Zero)
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{
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velocity.x = direction.x * Speed;
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velocity.z = direction.z * Speed;
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//checks for movement and adjusts the character direction with camera roatation
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playerResetPosition = Rotation;
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camPosition = cameraCenter.Rotation;
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playerResetPosition.y = camPosition.y * -1;
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Rotation -= playerResetPosition;
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cameraCenter.Rotation = new Vector3(camPosition.x, 0, 0);
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}
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}
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else
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{
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velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
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velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
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}
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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public override void _Input(InputEvent @event)
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{
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if(@event is InputEventMouseMotion motionEvent && Input.MouseMode == Input.MouseModeEnum.Captured)
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{
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Vector3 generalRot = cameraCenter.Rotation;
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generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta;
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generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta;
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//generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch); // doesn't do anything?
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cameraCenter.Rotation = generalRot;
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generalRot = cameraCenter.Rotation;
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}
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}
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}
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