added back mouse capture
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@@ -12,21 +12,24 @@ public partial class player : CharacterBody3D
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public float allDelta;
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public Marker3D camCenter;
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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 _Ready()
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{
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camCenter = GetNode<Marker3D>("camera_center");
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}
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public override void _PhysicsProcess(double delta)
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public override void _Process(double delta)
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{
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allDelta = (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;
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}
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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 * allDelta;
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor())
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured)
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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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@@ -41,20 +44,18 @@ public partial class player : CharacterBody3D
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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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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 mouseMotion)
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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{
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Vector3 camRot = camCenter.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);
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camCenter.RotationDegrees = camRot;
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}
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}
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}
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