batrix/scripts/gameplay/main_camera.gd
2025-08-29 22:07:38 +10:00

146 lines
3.8 KiB
GDScript

class_name MainCamera
extends Camera3D
static var instance: MainCamera
@export_group("References")
@export var _listener: AudioListener3D
@export_group("Positioning")
@export var _height_offset: float = 0.5
@export var _distance: float = 30
@export var _fov: float = 25
@export var _angle_degrees: Vector3 = Vector3(-45, -45, 0)
@export var _aim_offset_factor_mouse: float = 0.2
@export var _aim_offset_factor_controller: float = 0.5
@export var _aim_damping: float = 1
@export_group("Damage shake")
@export var _damage_shake_duration: float = 0.5
@export_exp_easing var _damage_shake_ease: float = 2
@export var _damage_shake_amplitude: float = 0.1
@export var _damage_shake_frequency: float = 50
@export_group("Hit shake")
@export var _hit_shake_fov: float = 1
@export var _hit_shake_duration: float = 0.5
@export_exp_easing var _hit_shake_ease: float = 4
var _player_offsets: Dictionary[int, PlayerOffset]
var _damage_shake_time: float = 0
var _hit_shake_time: float = 0
func _ready() -> void:
instance = self
_listener.make_current()
for player in Player.instances:
_connect_player_signals(player)
func _process(delta: float) -> void:
global_rotation_degrees = _angle_degrees
fov = _fov
_damage_shake(delta)
_hit_shake(delta)
func _physics_process(delta: float) -> void:
call_deferred("_process_following", delta)
func _process_following(delta: float) -> void:
var follow_position: Vector3 = Vector3.ZERO
for player in Player.instances:
follow_position += _follow(player, delta)
follow_position /= Player.instances.size()
follow_position += Vector3.UP * _height_offset
global_position = follow_position + transform.basis.z * _distance
_listener.global_position = follow_position
func _connect_player_signals(player: Player) -> void:
player.stats.damaged.connect(_on_player_stats_damaged)
player.attack.did_hit.connect(_on_player_attack_did_hit)
func _follow(player: Player, delta: float) -> Vector3:
var id := player.get_instance_id()
if not _player_offsets.has(id):
_player_offsets[id] = PlayerOffset.new()
var player_offset := _player_offsets[id]
var player_position := player.global_position
if player.is_on_floor():
player_offset.floor_height = player_position.y
player_position.y = player_offset.floor_height + Projectile.HEIGHT
if not Player.is_single_player():
player_offset.aim_offset = Vector3.ZERO
elif player.input_mode_is(Inputer.Mode.KB_MOUSE):
player_offset.aim_offset = player.aiming.aim_offset
elif player.input_mode_is(Inputer.Mode.CONTROLLER):
var new_aim_offset := (
Vector3.ZERO
if player.aiming.aim_input.length() == 0
else player.aiming.aim_offset
)
player_offset.aim_offset = player_offset.aim_offset.lerp(
new_aim_offset, _aim_damping * delta
)
var follow_position := (
player_position
+ (
player_offset.aim_offset as Vector3
* (
_aim_offset_factor_mouse
if player.input_mode_is(Inputer.Mode.KB_MOUSE)
else _aim_offset_factor_controller
)
)
)
Debugger.circle("follow_position" + str(player.name), follow_position)
return follow_position
func _damage_shake(delta: float) -> void:
if _damage_shake_time <= 0:
return
_damage_shake_time -= delta
var shake_value := (
sin(_damage_shake_frequency * _damage_shake_time) * _damage_shake_amplitude
)
global_rotation.z += (
shake_value
* ease(_damage_shake_time / _damage_shake_duration, _damage_shake_ease)
)
func _hit_shake(delta: float) -> void:
if _hit_shake_time <= 0:
return
_hit_shake_time -= delta
fov += (
_hit_shake_fov * ease(_hit_shake_time / _hit_shake_duration, _hit_shake_ease)
)
func _on_player_stats_damaged() -> void:
_damage_shake_time = _damage_shake_duration
func _on_player_attack_did_hit() -> void:
_hit_shake_time = _hit_shake_duration
class PlayerOffset:
var floor_height: float = 0
var aim_offset: Vector3 = Vector3.ZERO