64 lines
2.1 KiB
GDScript
64 lines
2.1 KiB
GDScript
extends Camera
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const TRANSLATION_SPEED : float = 0.1
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const ROTATION_SPEED : float = 0.025
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var players = []
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var index : int = 0
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var locked : bool = false
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func register_player(player):
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players.append(player)
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func clear_register():
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players.clear()
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locked = false
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index = 0
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func _physics_process(delta : float) -> void:
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if Input.is_action_pressed("camera_forward"):
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translate(TRANSLATION_SPEED * Vector3(0, 0, -1)); locked = false
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if Input.is_action_pressed("camera_backward"):
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translate(TRANSLATION_SPEED * Vector3(0, 0, 1)); locked = false
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if Input.is_action_pressed("camera_strafe_up"):
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translate(TRANSLATION_SPEED * Vector3(0, 1, 0)); locked = false
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if Input.is_action_pressed("camera_strafe_down"):
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translate(TRANSLATION_SPEED * Vector3(0, -1, 0)); locked = false
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if Input.is_action_pressed("camera_strafe_right"):
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translate(TRANSLATION_SPEED * Vector3(1, 0, 0)); locked = false
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if Input.is_action_pressed("camera_strafe_left"):
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translate(TRANSLATION_SPEED * Vector3(-1, 0, 0)); locked = false
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if Input.is_action_pressed("camera_pitch_down"):
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rotate_object_local(Vector3(1,0,0), -ROTATION_SPEED); locked = false
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if Input.is_action_pressed("camera_pitch_up"):
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rotate_object_local(Vector3(1,0,0), ROTATION_SPEED); locked = false
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if Input.is_action_pressed("camera_roll_left"):
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rotate_object_local(Vector3(0,0,1), ROTATION_SPEED); locked = false
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if Input.is_action_pressed("camera_roll_right"):
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rotate_object_local(Vector3(0,0,1), -ROTATION_SPEED); locked = false
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if Input.is_action_pressed("camera_yaw_left"):
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rotate_object_local(Vector3(0,1,0), ROTATION_SPEED); locked = false
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if Input.is_action_pressed("camera_yaw_right"):
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rotate_object_local(Vector3(0,1,0), -ROTATION_SPEED); locked = false
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if Input.is_action_just_pressed("camera_switch_player"):
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move_to_player(index % len(players))
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index += 1
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locked = true
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if locked:
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move_to_player(index % len(players))
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func move_to_player(index : int):
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translation = players[index].translation
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rotation = players[index].rotation
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translate(Vector3(0, -0.8, -2))
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rotate_object_local(Vector3(1,0,0), PI-0.3)
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