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extends CharacterBody3D |
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@export var look_sensitivity: float = 0.005 |
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@export var max_speed : float = 5.0 |
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var is_controlled = false |
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func _ready(): |
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GameManager.register_flycam(self) |
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func set_control(value): |
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is_controlled = value |
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$Camera3D.current = value |
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func _process(_delta): |
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var input_dir = Input.get_vector("turn_left", "turn_right", "accelerate", "reverse") |
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
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direction.y = Input.get_axis("cam_down", "cam_up") |
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if direction: |
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velocity.x = direction.x * max_speed |
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velocity.y = direction.y * max_speed |
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velocity.z = direction.z * max_speed |
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else: |
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velocity.x = move_toward(velocity.x, 0, max_speed) |
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velocity.y = move_toward(velocity.y, 0, max_speed) |
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velocity.z = move_toward(velocity.z, 0, max_speed) |
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move_and_slide() |
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func _unhandled_input(event): |
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if is_controlled and event is InputEventMouseMotion: |
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rotate_y(-event.relative.x * look_sensitivity) |
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$Camera3D.rotate_x(-event.relative.y * look_sensitivity) |
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$Camera3D.rotation.x = clamp($Camera3D.rotation.x, -PI/2, PI/2) |
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