extends Camera3D class_name CameraManager var target:int 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 camera_limit = Vector3(6.4,1.04,3.6) #x,up,z-downd 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) 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): target_pos_lerp(0,delta,5) target_pos_lerp(1,delta,5) position.x = target_pos_now.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 diff = abs(target_pos_now[index] - target_pos[index]) if diff < Setting.pixel_size: target_pos_now[index] = Util.snap_float(target_pos[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[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: set_target_pos(pos) func on_character_hit_floor(id:int,pos:Vector3): if id == target: target_pos_y = pos.y set_target_pos(pos) func set_target_pos(pos:Vector3): target_pos.x = clamp(pos.x,camera_limit.x,level_size.x-camera_limit.x) target_pos.y = clamp(pos.z-target_pos_y,camera_limit.y-target_pos_y,level_size.y-camera_limit.z-target_pos_y) 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