Move GetNode calls to _Ready function

This commit is contained in:
JaN0h4ck
2024-03-21 09:28:53 +01:00
parent 8dbf6de4ea
commit 72434b2480

View File

@@ -5,6 +5,8 @@ public partial class player : CharacterBody3D
public Vector3 direction;
public Vector2 gpCamVector;
public bool gamepadMode;
private Marker3D cameraCenter {get; set;}
private MeshInstance3D collisionBody {get; set;}
[Export] float speed = 5.0f;
[Export] float jumpVelocity = 5f;
[Export] float gravity = 14f;
@@ -12,6 +14,11 @@ public partial class player : CharacterBody3D
[Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f;
[Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f;
public override void _Ready() {
cameraCenter = GetNode<Marker3D>("camera_center");
collisionBody = GetNode<MeshInstance3D>("collision/body");
}
public override void _Process(double delta)
{
//uncapturing the mouse disables PC movement but still simulates gravity
@@ -22,19 +29,19 @@ public partial class player : CharacterBody3D
maybe rotate extra collisions separately for invisible lag that may occur**/
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
Vector3 bodyRotation = collisionBody.Rotation;
bodyRotation.Y = Mathf.LerpAngle(bodyRotation.Y,Mathf.Atan2(-direction.X, -direction.Z), (float)delta * speed);
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
collisionBody.Rotation = bodyRotation;
}
//camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput)
gpCamVector = Input.GetVector("gp_cam_left", "gp_cam_right", "gp_cam_up", "gp_cam_down");
if(gpCamVector != Vector2.Zero)
{
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
Vector3 camRot = cameraCenter.RotationDegrees;
camRot.Y -= gpCamVector.X * camSensitivity * (float)delta * 500;
camRot.X -= gpCamVector.Y * camSensitivity * (float)delta * 500;
camRot.X = Mathf.Clamp(camRot.X, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
cameraCenter.RotationDegrees = camRot;
}
}
public override void _PhysicsProcess(double delta)
@@ -65,13 +72,13 @@ public partial class player : CharacterBody3D
public override void _Input(InputEvent @event)
{
gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion;
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
Vector3 camRot = cameraCenter.RotationDegrees;
if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
{
camRot.Y -= mouseMotion.Relative.X * camSensitivity;
camRot.X -= mouseMotion.Relative.Y * camSensitivity;
}
camRot.X = Mathf.Clamp(camRot.X, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
cameraCenter.RotationDegrees = camRot;
}
}