add aiming with controller

This commit is contained in:
Teatov 2025-02-18 00:07:28 +10:00
parent 25f334ba26
commit 86e59dce55
3 changed files with 62 additions and 6 deletions

View File

@ -58,6 +58,11 @@ import/blender/enabled=false
[input] [input]
toggle_debug={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":96,"key_label":0,"unicode":96,"location":0,"echo":false,"script":null)
]
}
move_up={ move_up={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
@ -82,9 +87,24 @@ move_right={
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
] ]
} }
toggle_debug={ aim_up={
"deadzone": 0.5, "deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":96,"key_label":0,"unicode":96,"location":0,"echo":false,"script":null) "events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
aim_down={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
aim_left={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
]
}
aim_right={
"deadzone": 0.5,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
] ]
} }

View File

@ -31,3 +31,5 @@ func _follow() -> void:
global_position = ( global_position = (
follow_position + Vector3.UP * height_offset + transform.basis.z * distance follow_position + Vector3.UP * height_offset + transform.basis.z * distance
) )
Debugger.circle("follow_position", follow_position)

View File

@ -9,11 +9,14 @@ const FALL_SPEED: float = 20
const FALL_ACCELERATION: float = 25 const FALL_ACCELERATION: float = 25
@export var _respawn_height: float = -5 @export var _respawn_height: float = -5
@export var _aim_mult_x: float = 20
@export var _aim_mult_y: float = 27
var aim_offset: Vector3 var aim_offset: Vector3
var _respawn_point: Vector3 var _respawn_point: Vector3
var _floor_height: float = 0 var _floor_height: float = 0
var _move_input: Vector2
func _ready() -> void: func _ready() -> void:
@ -22,9 +25,12 @@ func _ready() -> void:
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
_controller_aiming()
call_deferred("_mouse_aiming") call_deferred("_mouse_aiming")
_process_respawning() _process_respawning()
Debugger.marker("aim", global_position + aim_offset)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not is_multiplayer_authority(): if not is_multiplayer_authority():
@ -36,23 +42,52 @@ func _physics_process(delta: float) -> void:
move_and_slide() move_and_slide()
func _controller_aiming() -> void:
if Inputer.mode != Inputer.Mode.CONTROLLER:
return
var aim_input := Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
if aim_input.length() == 0:
return
var aim_input_norm := aim_input.normalized()
aim_offset = (
Vector3(aim_input_norm.x * _aim_mult_x, 0, aim_input_norm.y * _aim_mult_y)
. rotated(Vector3.UP, Referencer.main_camera.rotation.y)
)
look_at(global_position + aim_offset, Vector3.UP, true)
func _mouse_aiming() -> void: func _mouse_aiming() -> void:
if Inputer.mode != Inputer.Mode.KB_MOUSE:
return
var player_position := global_position var player_position := global_position
if is_on_floor(): if is_on_floor():
_floor_height = player_position.y _floor_height = player_position.y
player_position.y = _floor_height player_position.y = _floor_height
var aim_position := _mouse_project(_floor_height) var aim_position := _mouse_project(_floor_height)
aim_offset = aim_position - player_position aim_offset = aim_position - player_position
aim_position.y = global_position.y aim_position.y = global_position.y
if aim_position == global_position:
return
look_at(aim_position, Vector3.UP, true) look_at(aim_position, Vector3.UP, true)
func _mouse_project(height: float) -> Vector3: func _mouse_project(height: float) -> Vector3:
var mouse_pos := get_viewport().get_mouse_position() var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos) var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos) var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, height) var plane := Plane(Vector3.UP, height)
var intersection: Variant = plane.intersects_ray(from, direction) var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection: if not intersection:
return Vector3.ZERO return Vector3.ZERO
@ -66,11 +101,10 @@ func _process_respawning() -> void:
func _lateral_movement(delta: float) -> void: func _lateral_movement(delta: float) -> void:
var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") _move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
var has_input := input_dir.length() > 0
if has_input: if _move_input.length() > 0:
var direction := Vector3(input_dir.x, 0, input_dir.y).normalized() var direction := Vector3(_move_input.x, 0, _move_input.y).normalized()
var new_velocity := (direction * MOVE_SPEED).rotated( var new_velocity := (direction * MOVE_SPEED).rotated(
Vector3.UP, Referencer.main_camera.rotation.y Vector3.UP, Referencer.main_camera.rotation.y
) )