extends Camera3D class_name CameraManager @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 var level_size:Vector2 var offset:float = 5 var shake_offset_x:float var camera_limit = Vector3(6.4,1.04,3.6) #x,up,z-downd var camera_size = 7.2 var basic_size = Vector2(640,360) var scale_y = cos(deg_to_rad(45.0)) * 2.0 #1.414 var sample_rate = 3.0 var stage_size = basic_size * sample_rate var stage_scale = Vector2(1,scale_y) / sample_rate var stage_offset_y = (scale_y - 1.0) * 0.5 / sample_rate * stage_size.y var screen_pos_scale = Vector2(sample_rate,sample_rate/scale_y) var screen_pos_offset = Vector2(0,-stage_offset_y) var global_effect_list = [] class GlobalEffect: var effect_type : Enum.EGlobalEffect var life_time : float var life_time_now : float var value : float func _ready(): Global.camera_mgr = self SignalManager.character_create.connect(on_character_create) SignalManager.character_pos_changed.connect(on_character_pos_changed) SignalManager.character_hit_floor.connect(on_character_hit_floor) 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) func _process(delta): update_global_effect(delta) update_camera_pos(delta) func update_global_effect(delta): var remove_list = [] 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 = global_effect.life_time_now/global_effect.life_time var value = global_effect_curve.sample(rate)*global_effect.value match global_effect.effect_type: Enum.EGlobalEffect.CameraSize:size = camera_size * (1 - 0.2*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) for global_effect : GlobalEffect in remove_list: global_effect_list.erase(global_effect) func update_camera_pos(delta): target_pos_lerp(0,delta,5) target_pos_lerp(1,delta,5) 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 func target_pos_lerp(index:int,delta:float,delta_scale:float): var target_pos_real = target_pos var diff = abs(target_pos_now[index] - target_pos_real[index]) if diff < Setting.pixel_size: target_pos_now[index] = Util.snap_float(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) func on_character_create(id:int,type:int,pos:Vector3): if type == Enum.ECharacterType.Player: target = id on_character_pos_changed(id,pos) on_character_hit_floor(id,pos) on_level_loading_end() func on_character_pos_changed(id:int,pos:Vector3): if id == target: target_character_pos.x = pos.x target_character_pos.y = pos.z refresh_target_pos() func on_character_hit_floor(id:int,pos:Vector3): if id == target: target_pos_y = pos.y refresh_target_pos() func refresh_target_pos(): var pos = target_character_pos var camera_size_diff = (camera_size - size)/2.0 var x_min = camera_limit.x - camera_size_diff var x_max = level_size.x - camera_limit.x + camera_size_diff var y_min = camera_limit.y - target_pos_y - camera_size_diff var y_max = level_size.y - camera_limit.z - target_pos_y + camera_size_diff target_pos.x = clamp(pos.x,x_min,x_max) target_pos.y = clamp(pos.y-target_pos_y,y_min,y_max) 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 func get_screen_pos(pos:Vector3) -> Vector2: var ret = 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 func add_global_effect(effect_type:Enum.EGlobalEffect ,life_time:float ,value:float): 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) func effect(pause_time): if not pause_time: return var basic_pause_time = 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,0.4 * rate) add_global_effect(Enum.EGlobalEffect.ColorShift,effect_time,0.8 * rate) add_global_effect(Enum.EGlobalEffect.Blur,effect_time,0.8 * rate) func effect_normal(): add_global_effect(Enum.EGlobalEffect.CameraShake,0.2,0.2) add_global_effect(Enum.EGlobalEffect.CameraSize,0.2,0.02) add_global_effect(Enum.EGlobalEffect.ColorShift,0.2,0.2) add_global_effect(Enum.EGlobalEffect.Blur,0.2,0.1) func effect_mid(): add_global_effect(Enum.EGlobalEffect.CameraShake,0.3,0.4) add_global_effect(Enum.EGlobalEffect.CameraSize,0.3,0.2) add_global_effect(Enum.EGlobalEffect.ColorShift,0.3,0.4) add_global_effect(Enum.EGlobalEffect.Blur,0.3,0.4) func effect_strong(): add_global_effect(Enum.EGlobalEffect.CameraShake,0.4,0.8) add_global_effect(Enum.EGlobalEffect.CameraSize,0.4,0.4) add_global_effect(Enum.EGlobalEffect.ColorShift,0.4,0.8) add_global_effect(Enum.EGlobalEffect.Blur,0.4,0.8)