Better player look at control.
parent
2accf50133
commit
75fbb72da1
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@ -24,9 +24,9 @@ var inventory:Inventory = Inventory.new()
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var selected_tool_slot_index:int = 0
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var current_tool:ItemResource = null
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var _direction:Vector3 = Vector3.ZERO
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var _look_direction:Vector3 = Vector3.BACK
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var _look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO)
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var _current_look_direction:Vector3 = Vector3.BACK
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var _target_look_direction:Vector3 = Vector3.BACK
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var _look_angle_damper:SpringDamper = SpringDamper.new(0, 4, 0.06, 0.003)
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var is_input_blocked:bool = false
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@ -40,10 +40,10 @@ func _handle_input() -> void:
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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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var input_dir = Input.get_vector("walk_left", "walk_right", "walk_forward", "walk_back")
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_direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if _direction:
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velocity.x = _direction.x * SPEED
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velocity.z = _direction.z * SPEED
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var direction = Vector3(input_dir.x, 0, input_dir.y).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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@ -62,19 +62,35 @@ func _physics_process(delta):
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move_and_slide()
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var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z)
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var is_moving:bool = ground_velocity.length_squared() > 0.1 * 0.1
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if is_moving:
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_look_direction = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized()
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elif _direction.length_squared() > 0.1 * 0.1:
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_look_direction = _direction
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_target_look_direction = Vector3(velocity.x, 0, velocity.z).normalized()
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var damped_look_direction = _look_direction_damper.calc(global_basis.z, _look_direction, delta)
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_current_look_direction = basis.z
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#_target_look_direction = _current_look_direction
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update_look_direction(delta)
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animation_tree.set("parameters/conditions/running", is_moving)
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animation_tree.set("parameters/conditions/idle", not is_moving)
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geometry.look_at(position - damped_look_direction, Vector3.UP)
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func init_look_target_direction() -> void:
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_target_look_direction = basis.z
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func update_look_direction(delta:float) -> void:
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var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
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var target_look_angle:float = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
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if target_look_angle - current_look_angle > PI:
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current_look_angle = current_look_angle + PI * 2
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elif current_look_angle - target_look_angle > PI:
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current_look_angle = current_look_angle - PI * 2
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var damped_look_angle:float = _look_angle_damper.calc(current_look_angle, target_look_angle, delta)
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_current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle))
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self.basis = Basis.looking_at(-_current_look_direction)
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func set_tool_slot_index(value:int) -> void:
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if inventory == null:
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@ -138,7 +154,7 @@ func _unhandled_input(_event: InputEvent) -> void:
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if Input.is_action_just_pressed("ui_accept"):
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var actionables = actionable_detector.get_overlapping_areas()
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if actionables.size() > 0:
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_look_direction = (actionables[0].global_position - position).normalized()
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_target_look_direction = (actionables[0].global_position - position).normalized()
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actionables[0].action()
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get_viewport().set_input_as_handled()
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@ -107,6 +107,7 @@ func load_game():
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return
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player.global_transform = save_data.player_transform
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player.init_look_target_direction()
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# Quest state
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for quest_state:Node in get_tree().get_nodes_in_group("quest_state"):
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