mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
91 lines
2.7 KiB
GDScript
91 lines
2.7 KiB
GDScript
extends Spatial
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# Copyright (c) 2019-2021 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export (float) var max_camera_distance : float = 20.0
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var target_camera_distance : float = 6.0
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var camera_distance : float = target_camera_distance
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var camera : Camera
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var x_rot : float = 0.0
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var y_rot : float = 0.0
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var player : Entity
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func _ready() -> void:
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camera = $Camera
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camera.translation.z = target_camera_distance
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player = get_node("../..") as Entity
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set_physics_process(true)
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func _physics_process(delta):
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var pos : Vector3 = to_global(Vector3())
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var space_state = get_world_3d().direct_space_state
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var result : Dictionary = space_state.intersect_ray(pos, to_global(Vector3(0, 0, target_camera_distance)), [ player.body_get() ], player.body_get().collision_mask)
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if result:
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camera_distance = (result.position - pos).length() - 0.2
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else:
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camera_distance = target_camera_distance
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camera.translation.z = camera_distance
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func camera_distance_set_delta(delta : float) -> void:
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target_camera_distance += delta
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if target_camera_distance > max_camera_distance:
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target_camera_distance = max_camera_distance
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elif target_camera_distance < 0:
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target_camera_distance = 0
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func rotate_delta(x_delta : float, y_delta : float) -> void:
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x_rot += y_delta
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y_rot += x_delta
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x_rot = clamp(x_rot, -90, 90)
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if y_rot >= 360:
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y_rot = y_rot - 360
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if y_rot < 0:
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y_rot = y_rot + 360
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rotation_degrees = Vector3(x_rot, y_rot, 0.0)
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func get_y_rot() -> float:
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return y_rot
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func set_y_rot(yrot : float) -> void:
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y_rot = yrot
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rotation_degrees = Vector3(x_rot, y_rot, 0.0)
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func a_process(delta : float) -> void:
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y_rot += delta
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rotation_degrees = Vector3(x_rot, y_rot, 0.0)
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