bugged-racing/player/cameras/camera_controller.gd

55 lines
1.8 KiB
GDScript

class_name CameraController
extends Reference
const FOLLOW_CAMERA = preload("res://player/cameras/follow_camera.tscn")
const STATIC_CAMERA = preload("res://player/cameras/static_camera.tscn")
var _cameras = []
func attach_cameras_to(player_node: BuggedVehicle) -> void:
var cockpit_camera = STATIC_CAMERA.instance()
player_node.get_cockpit_position().add_child(cockpit_camera)
cockpit_camera.reset()
var follow_camera = FOLLOW_CAMERA.instance()
follow_camera.global_transform = player_node.global_transform.translated(
-player_node.global_transform.basis.z * 100
)
follow_camera.follow_target_path = player_node.get_path()
player_node.get_parent().add_child(follow_camera)
var bumpera_camera = STATIC_CAMERA.instance()
player_node.get_bumper_position().add_child(bumpera_camera)
var hood_camera = STATIC_CAMERA.instance()
player_node.get_hood_position().add_child(hood_camera)
var static_follow_camera = STATIC_CAMERA.instance()
player_node.get_static_follow_position().add_child(static_follow_camera)
_cameras = [follow_camera, cockpit_camera, hood_camera, bumpera_camera, static_follow_camera]
for cam in _cameras:
cam.reset()
select_camera(GlobalSettings.selected_camera)
func select_camera(camera_index: int) -> void:
var select_index = camera_index
if camera_index < 0 or camera_index >= _cameras.size():
select_index = 0
GlobalSettings.selected_camera = select_index
_cameras[select_index].current = true
func next_camera() -> void:
select_camera(GlobalSettings.selected_camera + 1)
func update_camera(horizontal: float, vertical: float, look_back: bool) -> void:
horizontal = clamp(horizontal, -1.0, 1.0)
vertical = clamp(vertical, -1.0, 1.0)
if look_back:
horizontal = 2.0
for cam in _cameras:
cam.reset()
cam.update_rotation(horizontal, vertical)