groundslide camera setup
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@@ -156,6 +156,7 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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CameraInclineAcceleration = 20.0
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GroundedCameraIncline = 3.0
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SlidingJitterAmplitude = 0.2
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[node name="MantleSystem" parent="HeadSystem" instance=ExtResource("8_qu4wy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
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@@ -793,7 +793,7 @@ public partial class PlayerController : CharacterBody3D
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var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
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var playerVelocity = GetGlobalMoveInput();
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HeadSystem.LookAround(delta, inputLookDir, playerVelocity, wallHugContactPoint, lookSensitivity);
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HeadSystem.LookAround(delta, inputLookDir, playerVelocity, Velocity, wallHugContactPoint, lookSensitivity, isSliding: _groundSliding.Active);
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}
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public void RotateWeaponWithPlayer()
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{
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@@ -808,7 +808,7 @@ public partial class PlayerController : CharacterBody3D
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Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
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{
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Delta = delta,
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IsOnFloorCustom = isOnFloorCustom() || _onWallRunning.Active,
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IsOnFloorCustom = _grounded.Active || _onWallRunning.Active,
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Velocity = Velocity,
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SettingsMultiplier = _headBobbingMultiplier
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};
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@@ -1267,6 +1267,7 @@ public partial class PlayerController : CharacterBody3D
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public void OnInputSlideStarted()
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{
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_isSlideInputDown = true;
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if (Velocity.Length() > WalkSpeed/2f)
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_playerState.SendEvent("slide");
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}
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public void OnInputSlideEnded()
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@@ -1711,14 +1712,13 @@ public partial class PlayerController : CharacterBody3D
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CameraModifications((float) delta);
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MoveSlideAndHandleStairs((float) delta);
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MantleSystem.ProcessMantle(_grounded.Active);
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if (WeaponSystem.InHandState.Active)
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RotateWeaponWithPlayer();
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if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
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{
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DashIndicatorMesh.Visible = false;
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}
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if (!WeaponSystem.InHandState.Active && TutorialDone)
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{
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DashIndicatorMesh.Visible = true;
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@@ -22,12 +22,26 @@ public partial class HeadSystem : Node3D
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float GroundedCameraIncline { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,2,0.1,or_greater")]
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public float SlidingCameraHeightOffset { get; set; } = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterFrequency { get; set; } = 0.01f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterAmplitude { get; set; } = 0.1f;
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private FastNoiseLite _slidingNoise = new FastNoiseLite();
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public void Init()
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{
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Input.SetMouseMode(Input.MouseModeEnum.Captured);
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_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
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_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
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_slidingNoise.SetFrequency(SlidingJitterFrequency);
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}
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public void OnMantle()
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@@ -35,7 +49,7 @@ public partial class HeadSystem : Node3D
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_animationPlayer.Play("mantle");
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}
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public void LookAround(double delta, Vector2 lookDir, Vector3 playerVelocity, Vector3? wallContactPoint = null, float sensitivitMultiplier = 1f)
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public void LookAround(double delta, Vector2 lookDir, Vector3 playerInput, Vector3 playerVelocity, Vector3? wallContactPoint = null, float sensitivitMultiplier = 1f, bool isSliding = false)
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{
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// Horizontal movement of head
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float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
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@@ -46,8 +60,9 @@ public partial class HeadSystem : Node3D
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currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
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currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
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// Camera incline on Wall and more
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var isWallRunning = wallContactPoint.HasValue && wallContactPoint.Value.Length() > Mathf.Epsilon;
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var cameraIncline = 0f;
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float cameraIncline;
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if (isWallRunning)
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{
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var directionToWall = (wallContactPoint.Value - GlobalPosition).Normalized();
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@@ -56,12 +71,24 @@ public partial class HeadSystem : Node3D
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}
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else
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{
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var cameraInclineFactor = ComputeCameraInclineFactor(playerVelocity);
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var cameraInclineFactor = ComputeCameraInclineFactor(playerInput);
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cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
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}
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currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
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_cameraAnchor.Rotation = currentCameraRotation;
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if (isSliding)
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{
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_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
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float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
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float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
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_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
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}
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else
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{
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_cameraAnchor.Position = Vector3.Zero;
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}
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_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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}
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