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							| @ -1,5 +1,28 @@ | ||||
| class_name PlayerController extends Node3D | ||||
| 
 | ||||
| ## | ||||
| ## Supported selection input devices. | ||||
| ## | ||||
| enum SelectMode { | ||||
| 	NONE, | ||||
| 	MOUSE, | ||||
| } | ||||
| 
 | ||||
| ## | ||||
| ## The device being used for selection has changed. | ||||
| ## | ||||
| signal select_mode_changed(mode: SelectMode) | ||||
| 
 | ||||
| ## | ||||
| ## Selection of a point on screenspace has started happening. | ||||
| ## | ||||
| signal selection_started() | ||||
| 
 | ||||
| ## | ||||
| ## Selection of a point on screenspace has stopped happening. | ||||
| ## | ||||
| signal selection_stopped() | ||||
| 
 | ||||
| const _BACKWARD := "player_controller_backward" | ||||
| 
 | ||||
| const _FORWARD := "player_controller_forward" | ||||
| @ -20,29 +43,54 @@ const _ROTATE_SPEED_BASE := 5.0 | ||||
| 
 | ||||
| const _TRANSFORM_DELTA := 10.0 | ||||
| 
 | ||||
| @export | ||||
| var _camera: Camera3D = null | ||||
| 
 | ||||
| var _cursor_point := Vector2.ZERO | ||||
| 
 | ||||
| var _is_drag_panning := false | ||||
| 
 | ||||
| var _is_selecting := false | ||||
| 
 | ||||
| var _select_mode := SelectMode.NONE | ||||
| 
 | ||||
| @export | ||||
| var _selection_area: Control = null | ||||
| 
 | ||||
| @onready | ||||
| var _target_position := self.position | ||||
| 
 | ||||
| @onready | ||||
| var _target_orientation := self.global_rotation.y | ||||
| 
 | ||||
| ## | ||||
| ## Smoothness applies to the interpolation toward rotation and movement target values. | ||||
| ## | ||||
| @export | ||||
| var movement_smoothing := 0.5 | ||||
| 
 | ||||
| ## | ||||
| ## Whether or not player movement input processed by the controller should be ignored. | ||||
| ## | ||||
| var frozen := false | ||||
| 
 | ||||
| func _input(event: InputEvent) -> void: | ||||
| 	if event is InputEventMouseButton: | ||||
| 		match event.button_index: | ||||
| 			MOUSE_BUTTON_MIDDLE: | ||||
| 				self._is_drag_panning = event.is_pressed() | ||||
| 				Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if self._is_drag_panning else Input.MOUSE_MODE_VISIBLE | ||||
| 				self._is_drag_panning = event.is_pressed() and not(self.frozen) | ||||
| 
 | ||||
| 			MOUSE_BUTTON_WHEEL_DOWN: | ||||
| 				pass | ||||
| 				Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\ | ||||
| 					self._is_drag_panning else Input.MOUSE_MODE_VISIBLE | ||||
| 
 | ||||
| 			MOUSE_BUTTON_WHEEL_UP: | ||||
| 				pass | ||||
| 			MOUSE_BUTTON_LEFT: | ||||
| 				self._is_selecting = event.is_pressed() | ||||
| 
 | ||||
| 				if self._is_selecting: | ||||
| 					self.selection_started.emit() | ||||
| 
 | ||||
| 				else: | ||||
| 					self.selection_stopped.emit() | ||||
| 
 | ||||
| 		return | ||||
| 
 | ||||
| @ -64,29 +112,95 @@ func _input(event: InputEvent) -> void: | ||||
| 	if event is InputEventScreenDrag: | ||||
| 		return | ||||
| 
 | ||||
| 	if event is InputEventScreenTouch: | ||||
| 		return | ||||
| 
 | ||||
| func _process(delta: float) -> void: | ||||
| 	var global_basis := self.global_transform.basis | ||||
| 	var camera_settings := GameSettings.camera_settings | ||||
| 	var delta_speed := camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta | ||||
| 	if not(self.frozen): | ||||
| 		var global_basis := self.global_transform.basis | ||||
| 		var camera_settings := GameSettings.camera_settings | ||||
| 
 | ||||
| 	self._target_position += delta_speed.y * (-global_basis.z) *\ | ||||
| 		(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\ | ||||
| 			(-1.0 if camera_settings.is_y_inverted else 1.0) | ||||
| 		var delta_speed :=\ | ||||
| 			camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta | ||||
| 
 | ||||
| 	self._target_position += delta_speed.x * (-global_basis.x) *\ | ||||
| 		(Input.get_action_strength(_LEFT) - Input.get_action_strength(_RIGHT)) *\ | ||||
| 			(-1.0 if camera_settings.is_y_inverted else 1.0) | ||||
| 		self._target_position += delta_speed.y * (-global_basis.z) *\ | ||||
| 			(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\ | ||||
| 				(-1.0 if camera_settings.is_y_inverted else 1.0) | ||||
| 
 | ||||
| 	self._target_orientation += (Input.get_action_strength(_ROTATE_CCW) -\ | ||||
| 		Input.get_action_strength(_ROTATE_CW)) * _ROTATE_SPEED_BASE *\ | ||||
| 			camera_settings.rotation_speed_modifier * delta | ||||
| 		self._target_position += delta_speed.x * (-global_basis.x) *\ | ||||
| 			(Input.get_action_strength(_LEFT) - Input.get_action_strength(_RIGHT)) *\ | ||||
| 				(-1.0 if camera_settings.is_y_inverted else 1.0) | ||||
| 
 | ||||
| 	self.global_transform = self.global_transform.interpolate_with( | ||||
| 		Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position), | ||||
| 			delta * _TRANSFORM_DELTA * self.movement_smoothing) | ||||
| 		self._target_orientation += (Input.get_action_strength(_ROTATE_CCW) -\ | ||||
| 			Input.get_action_strength(_ROTATE_CW)) * _ROTATE_SPEED_BASE *\ | ||||
| 				camera_settings.rotation_speed_modifier * delta | ||||
| 
 | ||||
| 		self.global_transform = self.global_transform.interpolate_with( | ||||
| 			Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position), | ||||
| 				delta * _TRANSFORM_DELTA * self.movement_smoothing) | ||||
| 
 | ||||
| 		match self._select_mode: | ||||
| 			SelectMode.NONE: | ||||
| 				self._cursor_point = self.get_viewport().size / 2.0 | ||||
| 
 | ||||
| 			SelectMode.MOUSE: | ||||
| 				self._cursor_point = self.get_viewport().get_mouse_position() | ||||
| 
 | ||||
| func _ready() -> void: | ||||
| 	if self._selection_area != null: | ||||
| 		self._selection_area.mouse_entered.connect(func () -> void: | ||||
| 			if self._select_mode != SelectMode.MOUSE: | ||||
| 				self._select_mode = SelectMode.MOUSE | ||||
| 
 | ||||
| 				self.select_mode_changed.emit(SelectMode.MOUSE)) | ||||
| 
 | ||||
| 		self._selection_area.mouse_exited.connect(func () -> void: | ||||
| 			if self._select_mode != SelectMode.NONE: | ||||
| 				self._select_mode = SelectMode.NONE | ||||
| 
 | ||||
| 				self.select_mode_changed.emit(SelectMode.NONE)) | ||||
| 
 | ||||
| ## | ||||
| ## Returns [code]true[/code] if the player controller is currently selecting a location on the | ||||
| ## screen, otherwise [code]false[/code]. | ||||
| ## | ||||
| ## *Note* that it is discouraged that this be continuously polled for single-fire events. Instead, | ||||
| ## see [signal selection_started] and [signal selection_stopped]. | ||||
| ## | ||||
| func is_drag_panning() -> bool: | ||||
| 	return self._is_drag_panning | ||||
| func is_selecting() -> bool: | ||||
| 	return self._is_selecting | ||||
| 
 | ||||
| ## | ||||
| ## Returns the position of the selection cursor with respect to the select current mode being used. | ||||
| ## | ||||
| ## When a mouse input device is being used, this will be its location in screen coordinates. For | ||||
| ## touchscreen interactions, this will be the location of an active gesture. Finally, for all other | ||||
| ## states - including gamepad - this will be the middle of screenspace at all times. | ||||
| ## | ||||
| func get_cursor_point() -> Vector2: | ||||
| 	return self._cursor_point | ||||
| 
 | ||||
| ## | ||||
| ## Returns the current [enum SelectMode] being used for selections. | ||||
| ## | ||||
| ## The general use-case for this function is to peek through the player controller abstraction and | ||||
| ## see what supported hardware interface is currently being used to select in the world. This is | ||||
| ## useful for handling input-specific behaviors, such as showing a mouse cursor when a mouse input | ||||
| ## device is being used. | ||||
| ## | ||||
| func get_select_mode() -> int: | ||||
| 	return self._select_mode | ||||
| 
 | ||||
| ## | ||||
| ## Converts and returns the screen coordinates in [code]screen_point[/code] into 2D worldspace | ||||
| ## coordinates relative to an infinite ground plane at a y offset of [code]0.0[/code]. | ||||
| ## | ||||
| func screen_to_plane(screen_point: Vector2): | ||||
| 	if self._camera != null: | ||||
| 		var plane_target = Plane(Vector3.UP, 0.0).intersects_ray( | ||||
| 			self._camera.global_position, self._camera.project_ray_normal(screen_point)) | ||||
| 
 | ||||
| 		if plane_target is Vector3: | ||||
| 			return Vector2(plane_target.x, plane_target.z) | ||||
| 
 | ||||
| 	return null | ||||
|  | ||||
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