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GDScript

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extends Camera3D
class_name CameraManager
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@export var global_effect_curve: Curve
var target: int
var target_character_pos: Vector2 = Vector2.ZERO
var target_pos: Vector2 = Vector2.ZERO
var target_pos_y: float
var target_pos_now: Vector2 = Vector2.ZERO
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var level_size: Vector2 = Vector2(12.8, 7.68)
var level_pos: Vector2 = Vector2.ZERO
var offset: float = 10
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var shake_offset_x: float
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var camera_limit: Vector3 = Vector3(6.4, 1.7, 3.58) #x,z-up,z-down
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var camera_size: float = 7.2
var basic_size: Vector2 = Vector2(640, 360)
var scale_y: float = cos(deg_to_rad(45.0)) * 2.0 #1.414
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var sample_rate: float = 3.6
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var stage_size: Vector2 = basic_size * sample_rate
var stage_scale: Vector2 = Vector2(1, scale_y) / sample_rate
var stage_offset_y: float = (scale_y - 1.0) * 0.5 / sample_rate * stage_size.y
var screen_pos_scale: Vector2 = Vector2(sample_rate, sample_rate/scale_y)
var screen_pos_offset: Vector2 = Vector2(0, -stage_offset_y)
var global_effect_list: Array[Variant] = []
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class GlobalEffect:
var effect_type: Enum.EGlobalEffect
var life_time: float
var life_time_now: float
var value: float
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func _ready():
Global.camera_mgr = self
SignalManager.character_create.connect(on_character_create)
SignalManager.character_pos_changed.connect(on_character_pos_changed)
SignalManager.character_destroy.connect(on_character_destroy)
SignalManager.level_size_change.connect(on_level_size_change)
SignalManager.level_pos_change.connect(on_level_pos_change)
SignalManager.level_loading_end.connect(on_level_loading_end)
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func _process(delta):
update_global_effect(delta)
update_camera_pos(delta)
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func update_global_effect(delta):
var remove_list: Array[Variant] = []
for global_effect: GlobalEffect in global_effect_list:
global_effect.life_time_now += delta
global_effect.life_time_now = min(global_effect.life_time_now, global_effect.life_time)
if global_effect.life_time_now == global_effect.life_time:
remove_list.append(global_effect)
var rate: float = global_effect.life_time_now/global_effect.life_time
var value: float = global_effect_curve.sample(rate)*global_effect.value
match global_effect.effect_type:
Enum.EGlobalEffect.CameraSize:
size = camera_size * (1 - value)
refresh_target_pos()
Enum.EGlobalEffect.CameraShake:
shake_offset_x = (sin(rate * PI * 10) - 0.5)*0.04*value
Enum.EGlobalEffect.ColorShift:
Global.view_mgr.set_post_processing("shift_strength", value)
Enum.EGlobalEffect.Blur:
Global.view_mgr.set_post_processing("blur_strength", value)
Enum.EGlobalEffect.SpeedLine:
Global.view_mgr.set_post_processing("speed_line_strength", value)
_: pass
for global_effect: GlobalEffect in remove_list:
global_effect_list.erase(global_effect)
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func update_camera_pos(delta):
target_pos_lerp(0, delta, 6)
target_pos_lerp(1, delta, 6)
position.x = (target_pos_now.x + shake_offset_x)
position.z = (target_pos_now.y + target_pos_y + offset)
position.y = (target_pos_y + offset)
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func target_pos_lerp(index: int, delta: float, delta_scale: float):
var target_pos_real: Vector2 = target_pos
var diff = abs(target_pos_now[index] - target_pos_real[index])
if diff < Setting.pixel_size:
target_pos_now[index] = target_pos_real[index]
else:
var weight_min = Setting.pixel_size / 2 / diff
var weight = max(delta * delta_scale, weight_min)
target_pos_now[index] = lerp(target_pos_now[index], target_pos_real[index], weight)
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func on_character_create(id: int, type: int, pos: Vector3):
if type == Enum.ECharacterType.Player:
target = id
on_character_pos_changed(id, pos)
on_level_loading_end()
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func on_character_pos_changed(id: int, pos: Vector3):
if id == target:
target_character_pos.x = pos.x
target_character_pos.y = pos.z
target_pos_y = pos.y
refresh_target_pos()
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func on_character_destroy(id: int): target = 0
func refresh_target_pos():
var pos: Vector2 = target_character_pos
var camera_size_diff: float = (camera_size - size)/2.0
var x_min: float = level_pos.x + camera_limit.x - camera_size_diff
var x_max: float = level_pos.x + level_size.x - camera_limit.x + camera_size_diff
var y_min: float = level_pos.y + camera_limit.y - target_pos_y - camera_size_diff
var y_max: float = level_pos.y + level_size.y - camera_limit.z - target_pos_y + camera_size_diff
target_pos.x = Util.snap_float(clamp(pos.x, x_min, x_max))
target_pos.y = Util.snap_float(clamp(pos.y-target_pos_y, y_min, y_max))
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func on_level_size_change(size: Vector2): level_size = size
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func on_level_pos_change(pos: Vector2): level_pos = pos
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func on_level_loading_end():
target_pos_now.x = target_pos.x
target_pos_now.y = target_pos.y
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func get_screen_pos(pos: Vector3) -> Vector2:
var ret: Vector2 = unproject_position(pos)
ret.x /= screen_pos_scale.x
ret.y /= screen_pos_scale.y
ret.x += screen_pos_offset.x
ret.y += screen_pos_offset.y
return ret
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func add_global_effect(effect_type: Enum.EGlobalEffect, life_time: float, value: float) -> void:
value *= 0.5
for global_effect: GlobalEffect in global_effect_list:
if global_effect.effect_type == effect_type:
global_effect.life_time = life_time
global_effect.life_time_now = 0
global_effect.value = value
return
var global_effect = GlobalEffect.new()
global_effect.effect_type = effect_type
global_effect.life_time = life_time
global_effect.life_time_now = 0
global_effect.value = value
global_effect_list.append(global_effect)
return
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func effect(pause_time) -> void:
if not pause_time:
return
var basic_pause_time: float = 0.3
var effect_time = pause_time * 2
var rate = pause_time/basic_pause_time
add_global_effect(Enum.EGlobalEffect.CameraShake, effect_time, 0.8 * rate)
add_global_effect(Enum.EGlobalEffect.CameraSize, effect_time, 0.1 * rate)
add_global_effect(Enum.EGlobalEffect.ColorShift, effect_time, 0.8 * rate)
add_global_effect(Enum.EGlobalEffect.Blur, effect_time, 0.8 * rate)
#add_global_effect(Enum.EGlobalEffect.SpeedLine,effect_time,0.2* rate)
return
func effect_shake(pause_time) -> void:
if not pause_time:
return
var basic_pause_time: float = 0.3
var effect_time = pause_time * 2
var rate = pause_time/basic_pause_time
add_global_effect(Enum.EGlobalEffect.CameraShake, effect_time, 0.8 * rate)
return