cleaned up project
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@@ -1,17 +1,17 @@
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using Godot;
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using System;
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public partial class player : CharacterBody3D
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{
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[Export] float Speed = 5.0f;
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[Export] float JumpVelocity = 5f;
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[Export] float speed = 5.0f;
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[Export] float jumpVelocity = 5f;
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[Export] float gravity = 14f;
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[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
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[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -90f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 90f;
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public override void _Process(double delta)
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{
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//uncapturing the mouse disables player movement but still simulates gravity
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
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}
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@@ -20,25 +20,26 @@ public partial class player : CharacterBody3D
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Vector3 velocity = Velocity;
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if (!IsOnFloor())
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velocity.y -= gravity * (float)delta;
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velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
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if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured)
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velocity.y = JumpVelocity;
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velocity.y = jumpVelocity;
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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Vector3 direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized();
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Vector3 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
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if (direction != Vector3.Zero)
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{
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velocity.x = direction.x * Speed;
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velocity.z = direction.z * Speed;
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velocity.x = direction.x * speed;
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velocity.z = direction.z * speed;
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//Rotating the body mesh to movement
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * Speed);
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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else
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{
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velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
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velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
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velocity.x = Mathf.MoveToward(Velocity.x, 0, speed);
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velocity.z = Mathf.MoveToward(Velocity.z, 0, speed);
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}
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Velocity = velocity;
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MoveAndSlide();
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@@ -50,7 +51,7 @@ public partial class player : CharacterBody3D
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
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camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch);
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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@@ -1,7 +1,7 @@
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using Godot;
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using System;
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public partial class essential : Node
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public partial class window : Node
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{
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public override void _Ready()
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{
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