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GDScript

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