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58 lines
1.8 KiB
GDScript

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extends Camera3D
class_name CameraManager
var target:int
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var target_pos:Vector3 = Vector3.ZERO
var target_pos_now:Vector3 = Vector3.ZERO
var offset:Vector3 = Vector3(0,1,1) * 5
var level_size:Vector2
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var camera_limit = Vector3(6.4,1.04,3.76) #x,up,z-downd
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func _ready():
Global.camera_mgr = self
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SignalManager.character_create.connect(on_character_create)
SignalManager.character_pos_changed.connect(on_character_pos_changed)
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SignalManager.character_hit_floor.connect(on_character_hit_floor)
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SignalManager.character_destroy.connect(on_character_destroy)
SignalManager.level_size_change.connect(on_level_size_change)
SignalManager.level_loading_end.connect(on_level_loading_end)
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func _physics_process(delta):
target_pos_lerp(0,delta,5)
target_pos_lerp(1,delta,5)
target_pos_lerp(2,delta,15)
position = target_pos_now + offset
func target_pos_lerp(index:int,delta:float,delta_scale:float):
if abs(target_pos_now[index] - target_pos[index]) < Setting.pixel_size:
target_pos_now[index] = Util.snap_float(target_pos[index])
else:
target_pos_now[index] = lerp(target_pos_now[index], target_pos[index], delta * delta_scale)
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func on_character_create(id:int,team:Enum.ETeam,pos:Vector3):
if team == Enum.ETeam.Player:
target = id
on_character_pos_changed(id,pos)
on_character_hit_floor(id,pos)
on_level_loading_end()
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func on_character_pos_changed(id:int,pos:Vector3):
if id == target:
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target_pos.x = clamp(pos.x,camera_limit.x,level_size.x-camera_limit.x)
target_pos.z = clamp(pos.z,camera_limit.y,level_size.y-camera_limit.z)
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func on_character_hit_floor(id:int,pos:Vector3):
if id == target:
target_pos.y = pos.y
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func on_character_destroy(id:int):
target = 0
func on_level_size_change(size:Vector2):
level_size = size
func on_level_loading_end():
target_pos_now.x = target_pos.x
target_pos_now.y = target_pos.y
target_pos_now.z = target_pos.z