cirnogodot/Scripts/Misc/CameraController3D.cs
2025-06-11 15:28:26 +02:00

121 lines
No EOL
3.8 KiB
C#

using Godot;
namespace Cirno.Scripts.Misc;
public partial class CameraController3D : Camera3D
{
[Export] public bool EnableSmoothing = true;
[Export] public bool FollowTargeting = true;
[Export] public float SmoothTime = 0.2f;
[Export] public float MaxAimOffsetDistance = 2.0f;
[Export] public float AimLerpSpeed = 8.0f;
[Export] public float AimDeadzone = 0.2f;
[Export] public Vector3 CameraOffset = new Vector3(0, 12, -12); // Relative to target
[Export] public StringName AimUpName = "aim_up";
[Export] public StringName AimDownName = "aim_down";
[Export] public StringName AimLeftName = "aim_left";
[Export] public StringName AimRightName = "aim_right";
[Export] public NodePath TargetPath;
private Node3D _target;
private Vector3 _currentPosition = Vector3.Zero;
private Vector3 _currentAimOffset = Vector3.Zero;
public override void _Ready()
{
_target = GetNode<Node3D>(TargetPath);
if (_target == null)
{
GD.PushError("Camera target not found.");
return;
}
_currentPosition = GlobalPosition;
// Set fixed isometric angle once: -45° X tilt, 45° Y pan
RotationDegrees = new Vector3(-45f, 45f, 0f);
Projection = ProjectionType.Orthogonal;
}
public override void _Process(double delta)
{
if (_target == null) return;
float dt = (float)delta;
Vector3 targetPos = _target.GlobalTransform.Origin;
// Aim offset
if (FollowTargeting)
{
Vector3 desiredOffset = GetAimOffsetWorldSpace();
_currentAimOffset = _currentAimOffset.Lerp(desiredOffset, AimLerpSpeed * dt);
if (_currentAimOffset.Length() > MaxAimOffsetDistance)
_currentAimOffset = _currentAimOffset.Normalized() * MaxAimOffsetDistance;
}
else
{
_currentAimOffset = Vector3.Zero;
}
// Final target position
Vector3 targetWithOffset = targetPos + _currentAimOffset;
Vector3 desiredCameraPos = targetWithOffset + CameraOffset;
if (EnableSmoothing)
{
float smoothingFactor = 1f - Mathf.Exp(-dt / SmoothTime);
_currentPosition = _currentPosition.Lerp(desiredCameraPos, smoothingFactor);
}
else
{
_currentPosition = desiredCameraPos;
}
GlobalPosition = _currentPosition;
// No LookAt or dynamic rotation — angle is fixed
}
private Vector3 GetAimOffsetWorldSpace()
{
Vector2 stickDir = new Vector2(
Input.GetActionStrength(AimRightName) - Input.GetActionStrength(AimLeftName),
Input.GetActionStrength(AimDownName) - Input.GetActionStrength(AimUpName)
);
float stickLen = stickDir.Length();
if (stickLen > AimDeadzone)
{
float scaled = (stickLen - AimDeadzone) / (1f - AimDeadzone);
Vector2 aimDir2D = stickDir.Normalized() * Mathf.Clamp(scaled, 0f, 1f);
return new Vector3(aimDir2D.X, 0, aimDir2D.Y);
}
// Mouse fallback
Vector2 mousePos = GetViewport().GetMousePosition();
Vector3 rayOrigin = ProjectRayOrigin(mousePos);
Vector3 rayDir = ProjectRayNormal(mousePos) * 1000f;
var plane = new Plane(Vector3.Up, 0);
var hit = plane.IntersectsRay(rayOrigin, rayDir);
if (hit is Vector3 hitPoint)
{
Vector3 offset = hitPoint - _target.GlobalTransform.Origin;
offset.Y = 0;
float dist = offset.Length();
if (dist > 0.01f)
{
float scaled = Mathf.Clamp((dist - AimDeadzone) / (10f - AimDeadzone), 0f, 1f);
return offset.Normalized() * scaled;
}
}
return Vector3.Zero;
}
}