Files
gd-net-thirdpersoncontroller/src/player.cs
2023-01-27 09:54:22 +01:00

78 lines
3.5 KiB
C#

using Godot;
public partial class player : CharacterBody3D
{
public Vector3 direction;
public Vector2 gpCamVector;
public bool gamepadMode;
[Export] float speed = 5.0f;
[Export] float jumpVelocity = 5f;
[Export] float gravity = 14f;
[Export(PropertyHint.Range, "0.1,1.0")] float camSensitivity = 0.3f;
[Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f;
[Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f;
public override void _Process(double delta)
{
//uncapturing the mouse disables PC movement but still simulates gravity
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
/**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway
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;
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
GetNode<MeshInstance3D>("collision/body").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;
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;
}
}
public override void _PhysicsProcess(double delta)
{
Vector3 velocity = Velocity;
if (!IsOnFloor())
velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody
if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
velocity.y = jumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode)
{
velocity.x = direction.x * speed * (float)delta * 60;
velocity.z = direction.z * speed * (float)delta * 60;
}
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)
{
gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion;
Vector3 camRot = GetNode<Marker3D>("camera_center").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;
}
}