mirror of
https://github.com/tonytins/citylimits
synced 2025-06-26 09:44:44 -04:00
Lots of stuff I forgot to commit because Holidays
- D&D dice engine (see README) - Markdown support - Phantom camera
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125 changed files with 13170 additions and 23 deletions
26
addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd
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26
addons/phantom_camera/examples/scripts/3D/3D_trigger_area.gd
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extends Area3D
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@export var area_pcam: PhantomCamera3D
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var initial_camera_position: Vector3
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var initial_camera_rotation: Vector3
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var tween: Tween
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var tween_duration: float = 0.9
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func _ready() -> void:
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connect("area_entered", _entered_area)
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connect("area_exited", _exited_area)
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func _entered_area(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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area_pcam.set_priority(20)
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func _exited_area(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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area_pcam.set_priority(0)
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66
addons/phantom_camera/examples/scripts/3D/NPC.gd
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addons/phantom_camera/examples/scripts/3D/NPC.gd
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extends Node3D
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@onready var npc_pcam: PhantomCamera3D = %NPCPhantomCamera3D
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@onready var dialogueArea: Area3D = %NPCInteractionArea3D
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@onready var dialogueLabel3D: Label3D = %NPCDialogueExampleLabel
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@onready var player: CharacterBody3D = %PlayerCharacterBody3D
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@onready var move_to_location: Vector3 = %MoveToLocation.get_global_position()
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var dialogue_label_initial_position: Vector3
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var dialogue_label_initial_rotation: Vector3
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var tween: Tween
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var tween_duration: float = 0.9
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var tween_transition: Tween.TransitionType = Tween.TRANS_QUAD
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var interactable: bool
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var is_interacting: bool
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func _ready() -> void:
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dialogueArea.connect("area_entered", _interactable)
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dialogueArea.connect("area_exited", _not_interactable)
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dialogueLabel3D.set_visible(false)
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dialogue_label_initial_position = dialogueLabel3D.get_global_position()
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dialogue_label_initial_rotation = dialogueLabel3D.get_global_rotation()
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func _interactable(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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dialogueLabel3D.set_visible(true)
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interactable = true
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var tween: Tween = get_tree().create_tween().set_trans(tween_transition).set_ease(Tween.EASE_IN_OUT).set_loops()
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tween.tween_property(dialogueLabel3D, "position", dialogue_label_initial_position - Vector3(0, -0.2, 0), tween_duration)
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tween.tween_property(dialogueLabel3D, "position", dialogue_label_initial_position, tween_duration)
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func _not_interactable(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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dialogueLabel3D.set_visible(false)
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interactable = false
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func _input(event) -> void:
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if not interactable: return
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if event is InputEventKey and event.pressed:
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if event.keycode == KEY_F:
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var tween: Tween = get_tree().create_tween() \
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.set_parallel(true) \
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.set_trans(Tween.TRANS_QUART) \
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.set_ease(Tween.EASE_IN_OUT)
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if not is_interacting:
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npc_pcam.set_priority(20)
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player.set_physics_process(false)
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tween.tween_property(player, "position", move_to_location, 0.6).set_trans(tween_transition)
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tween.tween_property(dialogueLabel3D, "rotation", Vector3(deg_to_rad(-20), deg_to_rad(53), 0), 0.6).set_trans(tween_transition)
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else:
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npc_pcam.set_priority(0)
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player.set_physics_process(true)
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tween.tween_property(dialogueLabel3D, "rotation", dialogue_label_initial_rotation, 0.9)
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is_interacting = !is_interacting
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18
addons/phantom_camera/examples/scripts/3D/path_follow.gd
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addons/phantom_camera/examples/scripts/3D/path_follow.gd
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extends Node
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@export var path_pcam: PhantomCamera3D
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func _ready() -> void:
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connect("area_entered", _entered_area)
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connect("area_exited", _exited_area)
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func _entered_area(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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path_pcam.set_priority(20)
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func _exited_area(area_3D: Area3D) -> void:
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if area_3D.get_parent() is CharacterBody3D:
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path_pcam.set_priority(0)
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extends CharacterBody3D
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@export var SPEED: float = 5.0
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@export var JUMP_VELOCITY: float = 4.5
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@export var enable_gravity = true
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@onready var _camera: Camera3D = %MainCamera3D
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@onready var _player_pcam: PhantomCamera3D = %PlayerPhantomCamera3D
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = 9.8
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const KEY_STRINGNAME: StringName = "Key"
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const ACTION_STRINGNAME: StringName = "Action"
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const INPUT_MOVE_UP_STRINGNAME: StringName = "move_up"
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const INPUT_MOVE_DOWM_STRINGNAME: StringName = "move_down"
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const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left"
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const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right"
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var InputMovementDic: Dictionary = {
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INPUT_MOVE_UP_STRINGNAME: {
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KEY_STRINGNAME: KEY_W,
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ACTION_STRINGNAME: INPUT_MOVE_UP_STRINGNAME
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},
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INPUT_MOVE_DOWM_STRINGNAME: {
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KEY_STRINGNAME: KEY_S,
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ACTION_STRINGNAME: INPUT_MOVE_DOWM_STRINGNAME
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},
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INPUT_MOVE_LEFT_STRINGNAME: {
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KEY_STRINGNAME: KEY_A,
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ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME
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},
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INPUT_MOVE_RIGHT_STRINGNAME: {
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KEY_STRINGNAME: KEY_D,
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ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME
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},
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}
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func _ready() -> void:
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for input in InputMovementDic:
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var key_val = InputMovementDic[input].get(KEY_STRINGNAME)
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var action_val = InputMovementDic[input].get(ACTION_STRINGNAME)
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var movement_input = InputEventKey.new()
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movement_input.physical_keycode = key_val
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InputMap.add_action(action_val)
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InputMap.action_add_event(action_val, movement_input)
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if enable_gravity and not is_on_floor():
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velocity.y -= gravity * delta
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir: Vector2 = Input.get_vector(
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INPUT_MOVE_LEFT_STRINGNAME,
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INPUT_MOVE_RIGHT_STRINGNAME,
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INPUT_MOVE_UP_STRINGNAME,
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INPUT_MOVE_DOWM_STRINGNAME
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)
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var cam_dir: Vector3 = -_camera.global_transform.basis.z
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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var move_dir: Vector3 = Vector3.ZERO
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move_dir.x = direction.x
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move_dir.z = direction.z
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move_dir = move_dir.rotated(Vector3.UP, _camera.rotation.y).normalized()
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velocity.x = move_dir.x * SPEED
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velocity.z = move_dir.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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extends "player_controller.gd"
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@onready var _aim_pcam: PhantomCamera3D = %PlayerAimPhantomCamera3D
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@onready var _model: Node3D = $PlayerModel
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@onready var _ceiling_pcam: PhantomCamera3D = %CeilingPhantomCamera3D
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@export var mouse_sensitivity: float = 0.05
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@export var min_yaw: float = -89.9
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@export var max_yaw: float = 50
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@export var min_pitch: float = 0
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@export var max_pitch: float = 360
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func _ready() -> void:
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super()
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if _player_pcam.get_follow_mode() == _player_pcam.Constants.FollowMode.THIRD_PERSON:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _physics_process(delta: float) -> void:
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super(delta)
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if velocity.length() > 0.2:
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var look_direction: Vector2 = Vector2(velocity.z, velocity.x)
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_model.rotation.y = look_direction.angle()
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func _unhandled_input(event: InputEvent) -> void:
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if _player_pcam.get_follow_mode() == _player_pcam.Constants.FollowMode.THIRD_PERSON:
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var active_pcam: PhantomCamera3D
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if is_instance_valid(_aim_pcam):
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_set_pcam_rotation(_player_pcam, event)
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_set_pcam_rotation(_aim_pcam, event)
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if _player_pcam.get_priority() > _aim_pcam.get_priority():
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_toggle_aim_pcam(event)
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else:
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_toggle_aim_pcam(event)
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if event is InputEventKey and event.pressed:
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if event.keycode == KEY_SPACE:
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if _ceiling_pcam.get_priority() < 30 and _player_pcam.is_active():
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_ceiling_pcam.set_priority(30)
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else:
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_ceiling_pcam.set_priority(1)
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func _set_pcam_rotation(pcam: PhantomCamera3D, event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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var pcam_rotation_degrees: Vector3
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# Assigns the current 3D rotation of the SpringArm3D node - so it starts off where it is in the editor
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pcam_rotation_degrees = pcam.get_third_person_rotation_degrees()
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# Change the X rotation
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pcam_rotation_degrees.x -= event.relative.y * mouse_sensitivity
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# Clamp the rotation in the X axis so it go over or under the target
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pcam_rotation_degrees.x = clampf(pcam_rotation_degrees.x, min_yaw, max_yaw)
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# Change the Y rotation value
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pcam_rotation_degrees.y -= event.relative.x * mouse_sensitivity
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# Sets the rotation to fully loop around its target, but witout going below or exceeding 0 and 360 degrees respectively
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pcam_rotation_degrees.y = wrapf(pcam_rotation_degrees.y, min_pitch, max_pitch)
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# Change the SpringArm3D node's rotation and rotate around its target
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pcam.set_third_person_rotation_degrees(pcam_rotation_degrees)
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func _toggle_aim_pcam(event: InputEvent) -> void:
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if event is InputEventMouseButton \
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and event.is_pressed() \
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and event.button_index == 2 \
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and (_player_pcam.is_active() or _aim_pcam.is_active()):
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if _player_pcam.get_priority() > _aim_pcam.get_priority():
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_aim_pcam.set_priority(30)
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else:
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_aim_pcam.set_priority(0)
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