update mouvement player & camera with mousse
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parent
a94095128e
commit
3e7d670455
5 changed files with 54 additions and 6 deletions
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@ -344,6 +344,7 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.1
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light_energy = 10.0
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light_energy = 10.0
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[node name="Status" type="Control" parent="." index="11"]
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[node name="Status" type="Control" parent="." index="11"]
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visible = false
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layout_mode = 3
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layout_mode = 3
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anchors_preset = 15
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anchors_preset = 15
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anchor_right = 1.0
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anchor_right = 1.0
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@ -71,8 +71,9 @@ func _input(event):
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if Common.is_menu_visible():
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if Common.is_menu_visible():
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return
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return
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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camera_h += -event.relative.x * mouse_sensitvity
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if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_ONLY_MOUSE") or Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
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camera_v += -event.relative.y * mouse_sensitvity
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camera_h += -event.relative.x * mouse_sensitvity
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camera_v += -event.relative.y * mouse_sensitvity
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func _physics_process(delta):
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func _physics_process(delta):
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@ -49,7 +49,10 @@ var crouch_height := 1.0
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@export var crouch_switch_speed := 5.0
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@export var crouch_switch_speed := 5.0
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@export var rotation_in_place_min_angle := 90.0
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#@export var rotation_in_place_min_angle := 90.0
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@export var rotation_in_place_min_angle := 180.0
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@export var rotation_in_place_back_min_angle := 5.0
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@export var rotation_back_speed := 5.0
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#Movement Values Settings
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#Movement Values Settings
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#you could play with the values to achieve different movement settings
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#you could play with the values to achieve different movement settings
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@ -596,6 +599,23 @@ func rotate_in_place_check():
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smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),get_physics_process_delta_time())
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smooth_character_rotation(-camera_root.HObject.transform.basis.z,calc_grounded_rotation_rate(),get_physics_process_delta_time())
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func rotate_in_place() -> bool:
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# Function used to automatically turn perso (when we ask to reconcilaite camera)
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var CameraAngle = Quaternion(Vector3(0,1,0),camera_root.HObject.rotation.y)
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var MeshAngle = Quaternion(Vector3(0,1,0),mesh_ref.rotation.y)
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rotation_difference_camera_mesh = rad_to_deg(MeshAngle.angle_to(CameraAngle) - PI)
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if (CameraAngle.dot(MeshAngle)) > 0:
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rotation_difference_camera_mesh *= -1
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if floor(abs(rotation_difference_camera_mesh)) > rotation_in_place_back_min_angle:
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is_rotating_in_place = true
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smooth_character_rotation(-camera_root.HObject.transform.basis.z,rotation_back_speed,get_physics_process_delta_time())
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return true
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else:
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is_rotating_in_place = false
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return false
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func ik_look_at(position: Vector3):
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func ik_look_at(position: Vector3):
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var lookatobject = character_node.get_node("LookAtObject")
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var lookatobject = character_node.get_node("LookAtObject")
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if lookatobject:
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if lookatobject:
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@ -8,7 +8,11 @@ extends CharacterMovementComponent
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@export var UsingSprintToggle := false
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@export var UsingSprintToggle := false
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@export var UsingCrouchToggle := false
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@export var UsingCrouchToggle := false
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#####################################
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#####################################
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@export var mouse_sensitvity : float = 0.01
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var player_h : float = 0
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var player_v : float = 0
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var reconciliate_rotate_player_back:bool = false
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var h_rotation :float
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var h_rotation :float
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#var v_rotation :float
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#var v_rotation :float
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@ -39,7 +43,18 @@ func _physics_process(delta):
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if Common.is_menu_visible():
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if Common.is_menu_visible():
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add_movement_input(direction,0,deacceleration)
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add_movement_input(direction,0,deacceleration)
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return
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return
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if Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
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if Input.is_action_pressed("INPUT_ACTION_CAMERA_MOVE_PLAYER_MOUSE") && Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
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direction = Vector3(0.0,
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0.0 if is_flying == true else 0.0,
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-1.0)
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direction = direction.rotated(Vector3.UP,h_rotation).normalized()
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if gait == Global.gait.sprinting :
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add_movement_input(direction, current_movement_data.sprint_speed,current_movement_data.sprint_acceleration)
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elif gait == Global.gait.running:
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add_movement_input(direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
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else:
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add_movement_input(direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
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elif Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
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direction = Vector3(Input.get_action_strength("INPUT_ACTION_RIGHT") - Input.get_action_strength("INPUT_ACTION_LEFT"),
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direction = Vector3(Input.get_action_strength("INPUT_ACTION_RIGHT") - Input.get_action_strength("INPUT_ACTION_LEFT"),
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0.0 if is_flying == true else 0.0,
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0.0 if is_flying == true else 0.0,
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Input.get_action_strength("INPUT_ACTION_BACK") - Input.get_action_strength("INPUT_ACTION_FORWARD"))
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Input.get_action_strength("INPUT_ACTION_BACK") - Input.get_action_strength("INPUT_ACTION_FORWARD"))
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@ -50,6 +65,8 @@ func _physics_process(delta):
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add_movement_input(direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
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add_movement_input(direction, current_movement_data.run_speed,current_movement_data.run_acceleration)
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else:
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else:
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add_movement_input(direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
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add_movement_input(direction, current_movement_data.walk_speed,current_movement_data.walk_acceleration)
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elif reconciliate_rotate_player_back:
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reconciliate_rotate_player_back = rotate_in_place()
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else:
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else:
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add_movement_input(direction,0,deacceleration)
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add_movement_input(direction,0,deacceleration)
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@ -128,6 +145,15 @@ var view_changed_recently = false
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func _input(event):
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func _input(event):
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if Common.is_menu_visible():
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if Common.is_menu_visible():
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return
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return
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#if event is InputEventMouseMotion:
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if Input.is_action_pressed("INPUT_VIEW_CAMERA_MOVE_PLAYER_FOLLOW_MOUSE"):
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reconciliate_rotate_player_back = true
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# player_h += -event.relative.x * mouse_sensitvity
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# player_v += -event.relative.y * mouse_sensitvity
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# Common.msg_debug("player_h:" + str(player_h))
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# if reconciliate_rotate_player_back:
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# Common.msg_debug("h_rotation:" + str(h_rotation))
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# pass
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#------------------ Motion Warping test------------------#
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#------------------ Motion Warping test------------------#
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if event.is_action_pressed("INPUT_ACTION_FIRE"):
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if event.is_action_pressed("INPUT_ACTION_FIRE"):
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anim_ref.active = false
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anim_ref.active = false
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