Files
gd-net-thirdpersoncontroller/src/player.cs
2022-12-06 22:20:26 +01:00

81 lines
3.1 KiB
C#

using Godot;
using System;
public partial class player : CharacterBody3D
{
public float gotDelta;
public const float Speed = 5.0f;
[Export] float JumpVelocity = 5.5f;
[Export] float gravity = 14f;
[Export (PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
[Export (PropertyHint.Range, "-90,0,1")] float minCamPitch = -90f;
[Export (PropertyHint.Range, "0,90,1")] float maxCamPitch = 90f;
public Marker3D cameraCenter;
public Camera3D camera;
public Vector3 camPosition;
public Vector3 playerResetPosition;
//TODO: Add camera max rotation on ground (Preventing turning camera to upside down)
//TODO: just rotate model not just everything
public override void _Ready()
{
cameraCenter = GetNode<Marker3D>("camera_center");
camera = GetNode<Camera3D>("camera_center/spring_arm/camera");
mouseSensitivity = mouseSensitivity / 2;
minCamPitch = minCamPitch + (float)Math.PI / 2;
maxCamPitch = maxCamPitch + (float)Math.PI / 2;
Input.MouseMode = Input.MouseModeEnum.Captured;
}
public override void _Process(double delta)
{
gotDelta = (float)delta;
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
}
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
if (!IsOnFloor())
velocity.y -= gravity * (float)delta;
if (Input.IsActionJustPressed("move_jump" ) && Input.MouseMode == Input.MouseModeEnum.Captured && IsOnFloor())
velocity.y = JumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured)
{
velocity.x = direction.x * Speed;
velocity.z = direction.z * Speed;
//checks for movement and adjusts the character direction with camera roatation
playerResetPosition = Rotation;
camPosition = cameraCenter.Rotation;
playerResetPosition.y = camPosition.y * -1f;
Rotation -= playerResetPosition;
cameraCenter.Rotation = new Vector3(camPosition.x, 0, 0);
}
else
{
velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
if(@event is InputEventMouseMotion motionEvent && Input.MouseMode == Input.MouseModeEnum.Captured)
{
Vector3 generalRot = cameraCenter.Rotation;
generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta;
//generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch); // doesn't do anything?
cameraCenter.Rotation = generalRot;
generalRot = cameraCenter.Rotation;
}
}
}