major breaking update to godot 4 beta 16

This commit is contained in:
2023-01-28 19:58:27 +01:00
parent bf27550b68
commit 76fe7c74c2
6 changed files with 38 additions and 48 deletions

View File

@@ -23,7 +23,7 @@ public partial class player : CharacterBody3D
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
bodyRotation.Y = Mathf.LerpAngle(bodyRotation.Y,Mathf.Atan2(-direction.X, -direction.Z), (float)delta * speed);
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
}
//camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput)
@@ -31,9 +31,9 @@ public partial class player : CharacterBody3D
if(gpCamVector != Vector2.Zero)
{
Vector3 camRot = GetNode<Marker3D>("camera_center").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
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;
}
}
@@ -42,22 +42,22 @@ public partial class player : CharacterBody3D
Vector3 velocity = Velocity;
if (!IsOnFloor())
velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
velocity.Y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
velocity.y = jumpVelocity;
velocity.Y = jumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation
direction = new Vector3(inputDir.X, 0, inputDir.Y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.Y).Normalized(); //rotates the input direction with camera rotation
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
velocity.x = direction.x * speed * (float)delta * 60;
velocity.z = direction.z * speed * (float)delta * 60;
velocity.X = direction.X * speed * (float)delta * 60;
velocity.Z = direction.Z * speed * (float)delta * 60;
}
else
{
velocity.x = Mathf.MoveToward(Velocity.x, 0, speed);
velocity.z = Mathf.MoveToward(Velocity.z, 0, speed);
velocity.X = Mathf.MoveToward(Velocity.X, 0, speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, speed);
}
Velocity = velocity;
MoveAndSlide();
@@ -68,10 +68,10 @@ public partial class player : CharacterBody3D
Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
{
camRot.y -= mouseMotion.Relative.x * camSensitivity;
camRot.x -= mouseMotion.Relative.y * camSensitivity;
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
camRot.X = Mathf.Clamp(camRot.X, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player
GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
}
}