extends Node3D class_name CameraHolder var active : bool = true : set = set_active @export_group("Camera variables") @export_range(1.0, 179.0, 0.1) var fov_val : float = 50.0 @export_range(0.0, 0.02, 0.0001) var mouse_sensibility : float = 0.005 @export_range(0.0, 0.02, 0.0001) var joystick_sensibility : float = 0.05 @export_range(-90.0, 90.0, 0.1) var min_limit_x : float = -80.0 #in degrees here for clearer lisibility, is converted in radians when needed @export_range(-90.0, 90.0, 0.1) var max_limit_x : float = 10.0 #in degrees here for clearer lisibility, is converted in radians when needed @export_group("Zoom variables") @export var max_spring_length : float = 30.0 @export var min_spring_length : float = 3.0 @export var zoom_speed : float = 10.0 @export_group("Aim variables") var cam_aimed : bool = false #if true, cam goes into "aim/shooter mode", above the play char shoulder @export var aim_cam_pos : Vector3 = Vector3(1.4, 0.9, 0.0) var aim_cam_pos_side : bool = true #false = left, true = right #keybinding variables var aim_cam_action : StringName var cam_zoom_in_action : StringName var cam_zoom_out_action : StringName var cam_look_up_action : StringName var cam_look_down_action : StringName var cam_look_left_action : StringName var cam_look_right_action : StringName #reference variables @onready var spring_arm : SpringArm3D = %SpringArm3D @onready var cam : Camera3D = %Camera3D func _ready() -> void: #set fov, capture mouse cursor, and enable camera cam.fov = fov_val #Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.set_use_accumulated_input(false) set_active(active) func set_active(state : bool) -> void: #enable/disable play char camera active = state set_process_input(active) set_process(active) func _input(event: InputEvent) -> void: #change cam mode (default, aim) if event.is_action_pressed(aim_cam_action): cam_aimed = !cam_aimed if event is InputEventMouseMotion: var viewport_transform: Transform2D = get_tree().root.get_final_transform() var mouse_motion = event.xformed_by(viewport_transform).relative rotate_from_vector(mouse_motion * mouse_sensibility) func _process(delta: float) -> void: #position the cam according to its mode (default, aim (with left or right side)) if !cam_aimed: cam.position = Vector3(0.0, 0.0, spring_arm.get_hit_length()) else: cam.position = Vector3(aim_cam_pos.x, aim_cam_pos.y, spring_arm.get_hit_length()) var camera_motion = Input.get_vector(cam_look_left_action, cam_look_right_action, cam_look_up_action, cam_look_down_action) rotate_from_vector(camera_motion * joystick_sensibility) #handle zoom zoom_handling(delta) func rotate_from_vector(vector : Vector2) -> void: #rotate cam by the vector's amount, and clamp the rotation between max up and max down values #(to avoid doing 360 degree turn with the cam for example) if vector.length() == 0: return rotation.y -= vector.x rotation.x -= vector.y rotation.x = clamp(rotation.x, deg_to_rad(min_limit_x), deg_to_rad(max_limit_x)) func zoom_handling(delta : float) -> void: #zoom in/out cam, and clamp zoom value between min and max zoom values spring_arm.spring_length += Input.get_axis(cam_zoom_in_action, cam_zoom_out_action) * zoom_speed * delta spring_arm.spring_length = clamp(spring_arm.spring_length, min_spring_length, max_spring_length)