A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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# From khairul169: https://github.com/khairul169/3rdperson-godot/blob/master/assets/scripts/tpscam.gd
extends Spatial
var cam_pitch = 0.0;
var cam_yaw = 0.0;
var cam_cpitch = 0.0;
var cam_cyaw = 0.0;
var cam_currentradius = 2.0;
var cam_radius = 2.0;
var cam_pos = Vector3();
var cam_ray_result = {};
var cam_smooth_movement = true;
var cam_fov = 60.0;
var cam_view_sensitivity = 0.3;
var cam_smooth_lerp = 10;
var cam_pitch_minmax = Vector2(89, -89);
var is_enabled = false;
var collision_exception = [];
export(NodePath) var cam;
export(NodePath) var pivot;
func _ready():
cam = get_node(cam);
pivot = get_node(pivot);
cam_fov = cam.get_fov();
func set_enabled(enabled):
if enabled:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED);
cam.make_current()
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE);
set_process(enabled);
is_enabled = enabled;
func clear_exception():
collision_exception.clear();
func add_collision_exception(node):
collision_exception.push_back(node);
func _input(ie):
if !is_enabled:
return;
if ie is InputEventMouseMotion:
cam_pitch = max(min(cam_pitch+(ie.relative.y*cam_view_sensitivity),cam_pitch_minmax.x),cam_pitch_minmax.y);
if cam_smooth_movement:
cam_yaw = cam_yaw-(ie.relative.x*cam_view_sensitivity);
else:
cam_yaw = fmod(cam_yaw-(ie.relative.x*cam_view_sensitivity),360);
cam_currentradius = cam_radius;
cam_update();
if ie is InputEventMouseButton:
if ie.pressed:
if ie.button_index == BUTTON_WHEEL_UP:
cam_radius = max(min(cam_radius-0.2,4.0),1.0);
elif ie.button_index == BUTTON_WHEEL_DOWN:
cam_radius = max(min(cam_radius+0.2,4.0),1.0);
# Toggle mouse capture:
if Input.is_action_just_pressed("toggle_mouse_capture"):
set_enabled(!is_enabled)
func _process(delta):
if !is_enabled:
return;
if !cam.is_current():
cam.make_current();
if cam.get_projection() == Camera.PROJECTION_PERSPECTIVE:
cam.set_perspective(lerp(cam.get_fov(), cam_fov, cam_smooth_lerp*delta), cam.get_znear(), cam.get_zfar());
if cam_smooth_movement:
cam_cpitch = lerp(cam_cpitch, cam_pitch, 10*delta);
cam_cyaw = lerp(cam_cyaw, cam_yaw, 10*delta);
cam_currentradius = lerp(cam_currentradius, cam_radius, 5*delta);
cam_update();
func cam_update():
cam_pos = pivot.get_global_transform().origin;
if cam_smooth_movement:
cam_pos.x += cam_currentradius * sin(deg2rad(cam_cyaw)) * cos(deg2rad(cam_cpitch));
cam_pos.y += cam_currentradius * sin(deg2rad(cam_cpitch));
cam_pos.z += cam_currentradius * cos(deg2rad(cam_cyaw)) * cos(deg2rad(cam_cpitch));
else:
cam_pos.x += cam_currentradius * sin(deg2rad(cam_yaw)) * cos(deg2rad(cam_pitch));
cam_pos.y += cam_currentradius * sin(deg2rad(cam_pitch));
cam_pos.z += cam_currentradius * cos(deg2rad(cam_yaw)) * cos(deg2rad(cam_pitch));
var pos = Vector3();
if cam_ray_result.size() != 0:
var a = (cam_ray_result.position-pivot.get_global_transform().origin).normalized();
var b = pivot.get_global_transform().origin.distance_to(cam_ray_result.position);
pos = pivot.get_global_transform().origin+a*max(b-0.1, 0);
else:
pos = cam_pos;
cam.look_at_from_position(pos, pivot.get_global_transform().origin, Vector3(0,1,0));
func _physics_process(delta):
if !is_enabled:
return;
var ds = get_world().get_direct_space_state();
if ds != null:
cam_ray_result = ds.intersect_ray(pivot.get_global_transform().origin, cam_pos, collision_exception);