gfolf2/src/player/shot_setup/shot_setup.gd
2024-11-01 16:33:13 -06:00

90 lines
2.6 KiB
GDScript

class_name ShotSetup extends Node3D
const PITCH_MIN := deg_to_rad(-60.0)
const PITCH_MAX := deg_to_rad(-5.0)
const ZOOM_LENGTH := 0.1
const ZOOM_MIN := 1.0
const ZOOM_MAX := 12.0
enum Phase {
AIMING,
LATERAL,
POWER,
FINISHED,
}
var base_speed: float = ProjectSettings.get_setting("game/config/controls/camera/free_camera_speed")
var x_sensitivity: float = ProjectSettings.get_setting(
"game/config/controls/camera/x_axis_sensitivity"
)
var x_acceleration: float = ProjectSettings.get_setting(
"game/config/controls/camera/x_axis_acceleration"
)
var y_sensitivity: float = ProjectSettings.get_setting(
"game/config/controls/camera/y_axis_sensitivity"
)
var y_acceleration: float = ProjectSettings.get_setting(
"game/config/controls/camera/y_axis_acceleration"
)
var invert_pitch: bool = ProjectSettings.get_setting("game/config/controls/camera/invert_pitch")
var _phase: Phase = Phase.AIMING
@onready var direction: Node3D = %Direction
@onready var pitch: Node3D = %Pitch
@onready var camera: Camera3D = %Camera
@onready var camera_distance := camera.position.z:
set = _set_camera_distance
@onready var _target_rotation := Vector2(pitch.rotation.x, direction.rotation.y)
func _set_camera_distance(value: float) -> void:
var tween := get_tree().create_tween()
tween.tween_property(camera, "position", Vector3(0, 0, value), ZOOM_LENGTH).set_trans(
Tween.TRANS_SINE
)
camera_distance = value
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_motion((event as InputEventMouseMotion).relative)
func camera_motion(motion: Vector2) -> void:
if _phase == Phase.AIMING:
# Can only control camera while aiming
_target_rotation.y = _target_rotation.y - deg_to_rad(motion.x * x_sensitivity)
_target_rotation.x = clampf(
_target_rotation.x - deg_to_rad(motion.y * y_sensitivity) * (-1 if invert_pitch else 1),
PITCH_MIN,
PITCH_MAX
)
func _physics_process(delta: float) -> void:
if _phase == Phase.AIMING:
# Camera zoom
if Input.is_action_just_pressed("shot_zoom_in"):
camera_distance = max(camera_distance - 1.0, ZOOM_MIN)
if Input.is_action_just_pressed("shot_zoom_out"):
camera_distance = min(camera_distance + 1.0, ZOOM_MAX)
# Advance to next phase
if Input.is_action_just_pressed("shot_accept"):
_phase = Phase.LATERAL
# Rotation
direction.rotation.y = lerp_angle(
direction.rotation.y, _target_rotation.y, delta * x_acceleration
)
pitch.rotation.x = lerp_angle(pitch.rotation.x, _target_rotation.x, delta * y_acceleration)