Camera
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0e2d4f3636
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using System;
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using Godot;
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namespace DRPGActionGame.Player;
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public partial class CameraController : Node3D {
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[Export] private float sensitivity = 5f;
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[Export] private SpringArm3D springArm3D;
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private const float maxXRot = .25f;
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private const float maxZoom = 2f;
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private const float minZoom = 10f;
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public override void _Ready() => Input.MouseMode = Input.MouseModeEnum.Captured;
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// public override void _Process(double delta) => GlobalPosition = GetParent<Node3D>().GlobalPosition;
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public override void _Input(InputEvent @event) {
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switch (@event) {
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case InputEventMouseMotion inputEventMouseMotion: {
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float xRot = Mathf.Clamp(Rotation.X - inputEventMouseMotion.Relative.Y / 1000 * sensitivity, -maxXRot, +maxXRot);
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float yRot = Rotation.Y - inputEventMouseMotion.Relative.X / 1000 * sensitivity;
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Rotation = new(xRot, yRot, 0);
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break;
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}
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case InputEventMouseButton inputEventMouseButton: {
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if (inputEventMouseButton.ButtonIndex == MouseButton.WheelDown) {
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if (springArm3D.SpringLength < minZoom)
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springArm3D.SpringLength += 0.1f;
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}
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else if (inputEventMouseButton.ButtonIndex == MouseButton.WheelUp) {
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if (springArm3D.SpringLength > maxZoom)
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springArm3D.SpringLength -= 0.1f;
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}
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break;
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}
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}
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}
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}
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@ -0,0 +1,46 @@
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using Godot;
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namespace DRPGActionGame.Player;
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public partial class Player2 : CharacterBody3D
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{
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private const float SPEED = 5.0f;
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private const float JUMP_VELOCITY = 4.5f;
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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private float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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[Export] private AnimationPlayer animationPlayer;
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public override void _PhysicsProcess(double delta)
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{
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Vector3 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.Y -= gravity * (float)delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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velocity.Y = JUMP_VELOCITY;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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animationPlayer.Play("Walking_A");
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velocity.X = direction.X * SPEED;
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velocity.Z = direction.Z * SPEED;
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}
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else {
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animationPlayer.Play("Idle");
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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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}
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}
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File diff suppressed because one or more lines are too long
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