player controller works now completely with camera movement
This commit is contained in:
		| @@ -29,10 +29,9 @@ public partial class player : CharacterBody3D | ||||
| 		{ | ||||
| 			playerResetPosition = Rotation; | ||||
|             camPosition = cameraCenter.Rotation; | ||||
| 			playerResetPosition.y = camPosition.y; | ||||
| 			Rotation = playerResetPosition / 2; | ||||
| 			Vector3 cameraResetPosition = cameraCenter.Rotation;  | ||||
| 			cameraCenter.Rotation = new Vector3 (cameraResetPosition.x,0,0); | ||||
| 			playerResetPosition.y = camPosition.y * -1f; | ||||
| 			Rotation -= playerResetPosition; | ||||
| 			cameraCenter.Rotation = new Vector3 (camPosition.x,0,0); | ||||
| 		} | ||||
|     } | ||||
| 	public override void _PhysicsProcess(double delta) | ||||
| @@ -68,7 +67,6 @@ public partial class player : CharacterBody3D | ||||
| 			Vector3 generalRot = Rotation; | ||||
|             if (Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; | ||||
|             Rotation = generalRot; | ||||
|  | ||||
|             generalRot = cameraCenter.Rotation; | ||||
|             if (!Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; | ||||
|             generalRot.x -= motionEvent.Relative.y * mouseSensitivity; | ||||
|   | ||||
		Reference in New Issue
	
	Block a user