player controller works now completely with camera movement

This commit is contained in:
2022-12-05 21:07:16 +01:00
parent 053d69a517
commit ac72c3b22e

View File

@@ -29,10 +29,9 @@ public partial class player : CharacterBody3D
{ {
playerResetPosition = Rotation; playerResetPosition = Rotation;
camPosition = cameraCenter.Rotation; camPosition = cameraCenter.Rotation;
playerResetPosition.y = camPosition.y; playerResetPosition.y = camPosition.y * -1f;
Rotation = playerResetPosition / 2; Rotation -= playerResetPosition;
Vector3 cameraResetPosition = cameraCenter.Rotation; cameraCenter.Rotation = new Vector3 (camPosition.x,0,0);
cameraCenter.Rotation = new Vector3 (cameraResetPosition.x,0,0);
} }
} }
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
@@ -68,7 +67,6 @@ public partial class player : CharacterBody3D
Vector3 generalRot = Rotation; Vector3 generalRot = Rotation;
if (Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; if (Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity;
Rotation = generalRot; Rotation = generalRot;
generalRot = cameraCenter.Rotation; generalRot = cameraCenter.Rotation;
if (!Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity; if (!Input.IsActionPressed("move_forward")) generalRot.y -= motionEvent.Relative.x * mouseSensitivity;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity; generalRot.x -= motionEvent.Relative.y * mouseSensitivity;