Merge pull request #1 from JaN0h4ck/master

This commit is contained in:
Yannik
2024-03-21 10:07:35 +01:00
committed by GitHub
7 changed files with 43 additions and 34 deletions

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@@ -0,0 +1,9 @@
<Project Sdk="Godot.NET.Sdk/4.2.1">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>gdmonothirdpersoncontroller</RootNamespace>
</PropertyGroup>
</Project>

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@@ -0,0 +1,19 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "gd-mono-thirdpersoncontroller", "gd-mono-thirdpersoncontroller.csproj", "{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{AC7B5940-D2F5-4F43-AF3D-D23E4111E15D}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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@@ -1,7 +0,0 @@
<Project Sdk="Godot.NET.Sdk/4.0.0">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>gd-net-thirdpersoncontroller</RootNamespace>
</PropertyGroup>
</Project>

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@@ -1,19 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "gd-net-thirdpersoncontroller", "gd-net-thirdpersoncontroller.csproj", "{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{C0DA1341-EAB0-4F7B-BEA9-60129C156BFE}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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@@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.cte
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false

View File

@@ -12,7 +12,7 @@ config_version=5
config/name="Godot .NET thirdperson controller"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.0", "Forward Plus")
config/features=PackedStringArray("4.2", "C#", "Forward Plus")
boot_splash/bg_color=Color(0.141176, 0.141176, 0.141176, 1)
boot_splash/show_image=false
config/icon="res://icon.png"

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;
}
}