extends Spatial var _mouse_look = false var _mouse_position = Vector2( 0.0, 0.0 ) var _yaw = 0.0 var _pitch = 0.0 var _total_yaw = 0.0 var _total_pitch = 0.0 var _current_camera_speed = 1.0 export(int) var yaw_limit = 360 export(int) var pitch_limit = 360 export(float) var camera_sensitivity = 0.5 export(float) var camera_smoothness = 0.5 export(float) var camera_speed = 1.0 export(float) var camera_accel = 10.0 var iTime=0.0 var iFrame=0 func _ready(): self._current_camera_speed = self.camera_speed $settings.show() $sky/viewport/sprite.set_time_of_day( 8.0, $light_system/directional_light, 25.0 ) func _process( delta ): iTime+=delta iFrame+=1 if Input.is_action_pressed("move_up"): $dummy/camera_stand.translate( Vector3( 0.0, self._current_camera_speed*delta, 0.0 ) ) elif Input.is_action_pressed("move_down"): $dummy/camera_stand.translate( Vector3( 0.0,-self._current_camera_speed*delta, 0.0 ) ) elif Input.is_action_pressed("move_forward"): $dummy/camera_stand.translate( Vector3( 0.0, 0.0,-self._current_camera_speed*delta ) ) elif Input.is_action_pressed("move_backward"): $dummy/camera_stand.translate( Vector3( 0.0, 0.0, self._current_camera_speed*delta ) ) if Input.is_action_pressed("move_left"): $dummy/camera_stand.translate( Vector3(-self._current_camera_speed*delta, 0.0, 0.0 ) ) elif Input.is_action_pressed("move_right"): $dummy/camera_stand.translate( Vector3( self._current_camera_speed*delta, 0.0, 0.0 ) ) if _mouse_look: _update_mouselook() func _update_mouselook(): _mouse_position *= self.camera_sensitivity _yaw = _yaw * self.camera_smoothness + _mouse_position.x * (1.0 - self.camera_smoothness) _pitch = _pitch * self.camera_smoothness + _mouse_position.y * (1.0 - self.camera_smoothness) _mouse_position = Vector2(0, 0) if yaw_limit < 360: _yaw = clamp(_yaw, -yaw_limit - _total_yaw, yaw_limit - _total_yaw) if pitch_limit < 360: _pitch = clamp(_pitch, -pitch_limit - _total_pitch, pitch_limit - _total_pitch) _total_yaw += _yaw _total_pitch += _pitch $dummy/camera_stand.rotate_y(deg2rad(-_yaw)) $dummy/camera_stand.rotate_object_local(Vector3(1,0,0), deg2rad(-_pitch)) func _input(event): if event.is_action_pressed( "move_look" ): Input.set_mouse_mode( Input.MOUSE_MODE_CAPTURED ) self._mouse_look = true elif event.is_action_released( "move_look" ): Input.set_mouse_mode( Input.MOUSE_MODE_VISIBLE ) self._mouse_look = false if event is InputEventMouseMotion: if _mouse_look: _mouse_position = event.relative if event.is_action_pressed( "move_zoom_in" ): $dummy/camera_stand/camera.set_fov( $dummy/camera_stand/camera.get_fov()-1.0 ) elif event.is_action_pressed( "move_zoom_out" ): $dummy/camera_stand/camera.set_fov( $dummy/camera_stand/camera.get_fov()+1.0 ) if event.is_action_pressed( "move_speed" ): self._current_camera_speed = self.camera_speed + self.camera_accel elif event.is_action_released( "move_speed" ): self._current_camera_speed = self.camera_speed if event.is_action_pressed( "ui_settings_window" ): $settings.visible = !$settings.visible