decouple camera from runner position

This commit is contained in:
2025-02-06 13:08:36 +09:00
parent be682b2813
commit 4e65d2c43b
5 changed files with 31 additions and 139 deletions
+1
View File
@@ -2,3 +2,4 @@
.godot/
/android/
build/
*.tmp
-113
View File
@@ -1,113 +0,0 @@
[gd_scene load_steps=16 format=3 uid="uid://8esyynmieyog"]
[ext_resource type="Script" path="res://scripts/runner.gd" id="1_d63rt"]
[ext_resource type="Script" path="res://scripts/runner_input.gd" id="2_xmliy"]
[ext_resource type="Material" uid="uid://ccrb46njti2ke" path="res://materials/runner.tres" id="3_6c0ro"]
[ext_resource type="Script" path="res://scripts/state_machine.gd" id="4_40cmc"]
[ext_resource type="Script" path="res://scripts/states/idle.gd" id="5_hq6tn"]
[ext_resource type="Script" path="res://scripts/states/move.gd" id="6_1teax"]
[ext_resource type="Script" path="res://scripts/states/fall.gd" id="7_jfat4"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ukf45"]
properties/0/path = NodePath(".:player_id")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(".:server_position")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath(".:server_rotation")
properties/2/spawn = true
properties/2/replication_mode = 2
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("RunnerInput:move_direction")
properties/0/spawn = true
properties/0/replication_mode = 2
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_j6tb3"]
radius = 0.3
height = 1.8
[sub_resource type="CapsuleMesh" id="CapsuleMesh_di3a0"]
radius = 0.3
height = 1.8
[sub_resource type="PrismMesh" id="PrismMesh_fcj1v"]
[sub_resource type="SphereMesh" id="SphereMesh_tudvv"]
[sub_resource type="SphereMesh" id="SphereMesh_1gltg"]
[node name="Runner" type="CharacterBody3D" node_paths=PackedStringArray("state_machine")]
script = ExtResource("1_d63rt")
state_machine = NodePath("StateMachine")
[node name="RunnerSync" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_ukf45")
[node name="RunnerInput" type="MultiplayerSynchronizer" parent="."]
unique_name_in_owner = true
replication_config = SubResource("SceneReplicationConfig_1agtp")
script = ExtResource("2_xmliy")
[node name="Camera" type="Camera3D" parent="."]
unique_name_in_owner = true
[node name="CameraPivot" type="Node3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="CameraSpringArm" type="SpringArm3D" parent="CameraPivot"]
shape = SubResource("SphereShape3D_wsx1k")
spring_length = 3.5
[node name="CameraTarget" type="Node3D" parent="CameraPivot/CameraSpringArm"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Collider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
[node name="Skin" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="Skin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_di3a0")
skeleton = NodePath("../..")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="Beak" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.35, 0, 0, 0, -1.09278e-08, 0.1, 0, -0.25, -4.37114e-09, 0, 0.65, -0.3)
visible = false
mesh = SubResource("PrismMesh_fcj1v")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="RightEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_tudvv")
[node name="LeftEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("current_state")]
script = ExtResource("4_40cmc")
current_state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("move_state")]
script = ExtResource("5_hq6tn")
move_state = NodePath("../Move")
[node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("idle_state", "fall_state")]
script = ExtResource("6_1teax")
idle_state = NodePath("../Idle")
fall_state = NodePath("../Fall")
[node name="Fall" type="Node" parent="StateMachine" node_paths=PackedStringArray("move_state", "idle_state")]
script = ExtResource("7_jfat4")
move_state = NodePath("../Move")
idle_state = NodePath("../Idle")
+14 -13
View File
@@ -28,8 +28,6 @@ properties/1/path = NodePath("Input:walking")
properties/1/spawn = true
properties/1/replication_mode = 2
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_j6tb3"]
radius = 0.3
height = 1.8
@@ -44,6 +42,8 @@ height = 1.8
[sub_resource type="SphereMesh" id="SphereMesh_1gltg"]
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
[node name="Runner" type="CharacterBody3D" node_paths=PackedStringArray("state_machine")]
script = ExtResource("1_d63rt")
state_machine = NodePath("StateMachine")
@@ -56,21 +56,10 @@ unique_name_in_owner = true
replication_config = SubResource("SceneReplicationConfig_1agtp")
script = ExtResource("2_xmliy")
[node name="Camera" type="Camera3D" parent="."]
unique_name_in_owner = true
[node name="CameraPivot" type="Node3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="CameraSpringArm" type="SpringArm3D" parent="CameraPivot"]
shape = SubResource("SphereShape3D_wsx1k")
spring_length = 3.5
[node name="CameraTarget" type="Node3D" parent="CameraPivot/CameraSpringArm"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Collider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
@@ -96,6 +85,18 @@ mesh = SubResource("SphereMesh_tudvv")
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
[node name="FloatingCamera" type="Node" parent="."]
[node name="CameraPlatform" type="Node3D" parent="FloatingCamera"]
unique_name_in_owner = true
[node name="CameraSpringArm" type="SpringArm3D" parent="FloatingCamera/CameraPlatform"]
shape = SubResource("SphereShape3D_wsx1k")
spring_length = 3.5
[node name="Camera" type="Camera3D" parent="FloatingCamera/CameraPlatform/CameraSpringArm"]
unique_name_in_owner = true
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("current_state")]
script = ExtResource("4_40cmc")
current_state = NodePath("Idle")
+3 -1
View File
@@ -3,6 +3,8 @@ extends MultiplayerSynchronizer
@export var direction: Vector2 = Vector2.ZERO
@export var walking: bool = false
@onready var _camera_pivot: Node3D = %CameraPivot
func _ready() -> void:
if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
set_process(false)
@@ -11,6 +13,6 @@ func _ready() -> void:
func _physics_process(_delta: float) -> void:
var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
var camera_adjusted: Vector3 = (directional_input.x * %CameraTarget.global_basis.z) + (directional_input.y * %CameraTarget.global_basis.x)
var camera_adjusted: Vector3 = (directional_input.x * _camera_pivot.global_basis.z) + (directional_input.y * _camera_pivot.global_basis.x)
direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
walking = Input.is_action_pressed("walk")
+13 -12
View File
@@ -9,7 +9,7 @@ extends CharacterBody3D
@export_group("Camera")
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
@export var camera_follow_speed := 10.0
@export var camera_follow_speed := 20.0
@export var smooth_camera := false
@export_group("Movement")
@@ -21,11 +21,11 @@ extends CharacterBody3D
@export_group("Client Tweening")
@export var client_smoothing := false
@export var client_smoothing_speed := 5.0
@export var client_smoothing_rotation_speed := 10.0
@export var client_smoothing_speed := 10.0
@export var client_smoothing_rotation_speed := 25.0
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_target: Node3D = %CameraTarget
@onready var _camera_platform: Node3D = %CameraPlatform
@onready var _camera: Node3D = %Camera
@onready var skin: Node3D = %Skin
@@ -59,6 +59,15 @@ func _input(event: InputEvent) -> void:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
camera_input_direction += event.screen_relative * mouse_sensitivity
func _process(delta: float) -> void:
if multiplayer.get_unique_id() == player_id:
_camera_platform.global_rotation = _camera_pivot.global_rotation
if smooth_camera:
_camera_platform.global_position = lerp(_camera_platform.global_position, _camera_pivot.global_position, camera_follow_speed * delta)
else:
_camera_platform.global_position = _camera_pivot.global_position
func _physics_process(delta: float) -> void:
state_machine.process_physics(delta)
if multiplayer.get_unique_id() == player_id:
@@ -67,15 +76,7 @@ func _physics_process(delta: float) -> void:
-PI / 3.0,
PI / 6.0,
)
_camera_pivot.rotation.y -= camera_input_direction.x * delta
_camera.global_rotation = _camera_pivot.global_rotation
if smooth_camera:
_camera.global_position = lerp(_camera.global_position, _camera_target.global_position, camera_follow_speed * delta)
else:
_camera.global_position = _camera_target.global_position
camera_input_direction = Vector2.ZERO
if not multiplayer.is_server():