broken_seals_2d/game/player/CameraPivot.gd

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1.8 KiB
GDScript3
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extends Spatial
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
export (float) var max_camera_distance : float = 20.0
var target_camera_distance : float = 6.0
var camera_distance : float = target_camera_distance
var camera : Camera
var x_rot : float = 0.0
var y_rot : float = 0.0
var player : Entity
func _ready() -> void:
camera = $Camera
camera.translation.z = target_camera_distance
player = get_node("..")
set_physics_process(true)
func _physics_process(delta):
var pos : Vector3 = to_global(Vector3())
var space_state = get_world().direct_space_state
var result : Dictionary = space_state.intersect_ray(pos, to_global(Vector3(0, 0, target_camera_distance)), [player], player.collision_mask)
if result:
camera_distance = (result.position - pos).length() - 0.2
else:
camera_distance = target_camera_distance
camera.translation.z = camera_distance
func camera_distance_set_delta(delta : float) -> void:
target_camera_distance += delta
if target_camera_distance > max_camera_distance:
target_camera_distance = max_camera_distance
elif target_camera_distance < 0:
target_camera_distance = 0
func rotate_delta(x_delta : float, y_delta : float) -> void:
x_rot += y_delta
y_rot += x_delta
x_rot = clamp(x_rot, -90, 90)
if y_rot >= 360:
y_rot = y_rot - 360
if y_rot < 0:
y_rot = y_rot + 360
rotation_degrees = Vector3(x_rot, y_rot, 0.0)
func get_y_rot() -> float:
return y_rot
func set_y_rot(yrot : float) -> void:
y_rot = yrot
rotation_degrees = Vector3(x_rot, y_rot, 0.0)
func a_process(delta : float) -> void:
y_rot += delta
rotation_degrees = Vector3(x_rot, y_rot, 0.0)