Tales-of-PKMN/game/player/camera/camera_holder.gd
2026-10-04 17:34:16 +02:00

135 lines
5.4 KiB
GDScript

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
@export var aim_cam_transition_speed : float = 10.0
var cam_offset : Vector3 = Vector3.ZERO #decalage actuel de la camera (interpole)
@export_range(0.1, 1.0, 0.01) var aim_distance_multiplier : float = 0.6 #1.0 = meme distance que hors visee, 0.5 = moitie moins loin
@export var min_cam_distance : float = 0.8 #distance minimale entre le pivot et la camera
var cam_distance_mult : float = 1.0 #multiplicateur actuel (interpole)
@export_group("Lock-on variables")
@export var lock_on_speed : float = 8.0
var lock_target : Node3D = null
#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:
if has_lock_target(): return
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)
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))
var target_offset : Vector3 = Vector3.ZERO
var target_mult : float = 1.0
if cam_aimed:
var side : float = 1.0 if aim_cam_pos_side else -1.0 #true = droite, false = gauche
target_offset = Vector3(aim_cam_pos.x * side, aim_cam_pos.y, aim_cam_pos.z)
target_mult = aim_distance_multiplier
var weight : float = clampf(aim_cam_transition_speed * delta, 0.0, 1.0)
cam_offset = cam_offset.lerp(target_offset, weight)
cam_distance_mult = lerpf(cam_distance_mult, target_mult, weight)
var distance : float = maxf(spring_arm.get_hit_length() * cam_distance_mult + cam_offset.z, min_cam_distance)
cam.position = Vector3(cam_offset.x, cam_offset.y, distance)
if has_lock_target():
lock_on_handling(delta)
else:
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)
func switch_aim_side() -> void:
aim_cam_pos_side = !aim_cam_pos_side
func has_lock_target() -> bool:
return is_instance_valid(lock_target)
func lock_on_handling(delta : float) -> void:
#tourne progressivement la camera vers la cible verrouillee
var to_target : Vector3 = lock_target.global_position - global_position
var flat_dist : float = Vector2(to_target.x, to_target.z).length()
if flat_dist < 0.01: return
var target_yaw : float = atan2(-to_target.x, -to_target.z)
var target_pitch : float = clampf(atan2(to_target.y, flat_dist), deg_to_rad(min_limit_x), deg_to_rad(max_limit_x))
var weight : float = clampf(lock_on_speed * delta, 0.0, 1.0)
rotation.y = lerp_angle(rotation.y, target_yaw, weight)
rotation.x = lerp_angle(rotation.x, target_pitch, weight)
func set_lock_target(t : Node3D) -> void:
lock_target = t