cirnogodot/Scripts/Misc/CameraController.cs
2025-06-13 17:46:44 +02:00

179 lines
No EOL
6.4 KiB
C#

using System;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Misc;
public partial class CameraController : Camera2D
{
public static CameraController Instance { get; private set; }
[Export] public bool PixelSnap { get; set; } = true;
[Export] public bool EnableSmoothing { get; set; } = true;
[Export] public bool FollowTargeting { get; set; } = true;
[Export] public float SmoothTime { get; set; } = 0.2f;
[Export] public float MaxAimOffsetDistance { get; set; } = 64f;
[Export] public float AimLerpSpeed { get; set; } = 0.8f; // How fast the offset adapts
[Export] public float AimDeadzone { get; set; } = 0.2f;
[ExportGroup("Name Strings")]
[Export] public StringName CameraControllersGroupName { get; private set; } = "camera_controllers";
[Export] public StringName DebugCamera1ActionName { get; private set; } = "debug_camera_1";
[Export] public StringName DebugCamera2ActionName { get; private set; } = "debug_camera_2";
[Export] public StringName AimUpName { get; private set; } = "aim_up";
[Export] public StringName AimDownName { get; private set; } = "aim_down";
[Export] public StringName AimLeftName { get; private set; } = "aim_left";
[Export] public StringName AimRightName { get; private set; } = "aim_right";
private CameraTarget _activeTarget;
private Vector2 _previousPixelSnapDelta = Vector2.Zero;
// The current camera velocity, for smooth damping.
private Vector2 _currentVelocity = Vector2.Zero;
// The current exact position of the camera
private Vector2 _currentPosition;
private Vector2 _currentAimOffset = Vector2.Zero;
public override void _Ready()
{
Instance = this;
AddToGroup(CameraControllersGroupName);
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed(DebugCamera1ActionName))
{
PixelSnap = !PixelSnap;
GD.Print($"Camera Pixel Snap: {PixelSnap}");
}
if (Input.IsActionJustPressed(DebugCamera2ActionName))
{
EnableSmoothing = !EnableSmoothing;
GD.Print($"Camera Smoothing: {EnableSmoothing}");
}
}
public override void _Process(double delta)
{
float deltaTime = (float)delta;
// Update position
Vector2 nextPosition;
Vector2 target;
if (FollowTargeting)
{
// Adding the offset
Vector2 aimDirection = GetAimDirection(); // We'll define this next
Vector2 desiredOffset = aimDirection * MaxAimOffsetDistance;
_currentAimOffset = _currentAimOffset.Lerp(desiredOffset, AimLerpSpeed * deltaTime);
// Clamp final offset
if (_currentAimOffset.LengthSquared() > MaxAimOffsetDistance * MaxAimOffsetDistance)
_currentAimOffset = _currentAimOffset.Normalized() * MaxAimOffsetDistance;
target = _activeTarget.GlobalPosition + _currentAimOffset;
}
else
{
target = _activeTarget.GlobalPosition;
}
if (EnableSmoothing)
{
// Handle target movement with SmoothDamp
// Replace this with any smooth follow / lerp of your choosing, but be careful to use `delta`
// properly -- improper use can result in jitter. Don't do lerp(current, target, delta).
var resX = MathFunctions.SmoothDamp(_currentPosition.X, target.X, _currentVelocity.X, SmoothTime,
float.PositiveInfinity, deltaTime);
var resY = MathFunctions.SmoothDamp(_currentPosition.Y, target.Y, _currentVelocity.Y, SmoothTime,
float.PositiveInfinity, deltaTime);
nextPosition = new Vector2(resX.Item1, resY.Item1);
_currentVelocity = new Vector2(resX.Item2, resY.Item2);
}
else
{
// Set next camera position to the exact target.
nextPosition = target;
}
_currentPosition = nextPosition;
if (PixelSnap)
{
// IMPORTANT: perform pixel snap so that the camera movement doesn't interfere with the
// sub-pixel "smooth movement" we do in the shader.
var snappedPosition = (nextPosition + new Vector2(0.5f, 0.5f)).Floor();
_previousPixelSnapDelta = snappedPosition - nextPosition;
nextPosition = snappedPosition;
}
else
{
_previousPixelSnapDelta = Vector2.Zero;
}
// Set the camera position.
GlobalPosition = nextPosition;
// IMPORTANT: Work around godot bug where camera doesn't update immediately: https://github.com/godotengine/godot/issues/74203
ForceUpdateScroll();
}
private Vector2 GetAimDirection()
{
Vector2 screenSize = GetViewportRect().Size;
Vector2 aspectFix = new Vector2(1f, screenSize.X / screenSize.Y); // Stretch Y to match X range
// Check controller stick input
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);
return stickDir.Normalized() * Mathf.Clamp(scaled, 0f, 1f);
}
// Mouse input
Vector2 screenCenter = GetViewportRect().Size / 2f;
Vector2 mousePos = GetViewport().GetMousePosition();
mousePos = mousePos.Clamp(Vector2.Zero, screenSize);
Vector2 dir = (mousePos - screenCenter) * aspectFix;
float dist = dir.Length();
// Use a pixel-based deadzone for mouse
float mouseDeadzone = AimDeadzone * 100f; // e.g. 0.2 * 100 = 20px
if (dist > mouseDeadzone)
{
float scaled = (dist - mouseDeadzone) / (screenCenter.Length() - mouseDeadzone);
return dir.Normalized() * Mathf.Clamp(scaled, 0f, 1f);
}
return Vector2.Zero;
}
public Vector2 GetPixelSnapDelta()
{
return _previousPixelSnapDelta;
}
public void RegisterTarget(CameraTarget target)
{
// assert(not _active_target)
_activeTarget = target;
_currentPosition = _activeTarget.GlobalPosition;
}
}