extends Camera3D class_name CameraManager var target:int var offset:Vector3 = Vector3(0,1,1) * 5 var level_size:Vector2 var camera_limit = Vector2(6.4,3.6) 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) func _process(delta): pass func on_character_create(id:int,team:Enum.ETeam,pos:Vector3): if team == Enum.ETeam.Player: target = id func on_character_pos_changed(id:int,pos:Vector3): if id == target: pos.x = clamp(pos.x,camera_limit.x,level_size.x-camera_limit.x) pos.z = clamp(pos.z,camera_limit.y,level_size.y-camera_limit.y) pos.y = clamp(pos.y,0,0.5) position = pos + offset func on_character_destroy(id:int): target = 0 func on_level_size_change(size:Vector2): level_size = size