Recoil system

This commit is contained in:
Rendo 2025-11-26 18:53:39 +05:00
commit cdfce4c7db
11 changed files with 144 additions and 8 deletions

View file

@ -64,7 +64,7 @@ func _physics_process(delta: float) -> void:
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("plr_strafe_l", "plr_strafe_r", "plr_forward", "plr_back")
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED

View file

@ -1,24 +1,59 @@
extends Camera3D
const COLLINEAR = 1.5707963267948966
class_name PlayerCamera
@export var SENSITIVITY = 0.02
var vertical_compensation : float
var compensation_tween: Tween
var compensate: bool = false
var compensation_speed: float
@export var compensation_time: float = 1.0
@export var compensation_delay: float = 0.5
func _enter_tree() -> void:
set_multiplayer_authority(get_parent().name.to_int())
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Move to level controller when possible
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if not is_multiplayer_authority():
return
current = true
func _process(delta: float) -> void:
if compensate:
if abs(vertical_compensation) <= 0.001:
vertical_compensation = 0
compensate = false
return
rotate_camera(0,compensation_speed * delta)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event is InputEventMouseMotion:
get_parent().rotate_y(-event.relative.x * SENSITIVITY)
rotate_x(-event.relative.y * SENSITIVITY)
rotation.x = clamp(rotation.x,-COLLINEAR,COLLINEAR)
orthonormalize()
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
func rotate_camera(x,y) -> void:
get_parent().rotate_y(x)
rotation.x = clamp(rotation.x + y,-PI/2,PI/2)
orthonormalize()
if sign(vertical_compensation) == sign(y):
vertical_compensation -= y
func recoil(x,y) -> void:
rotate_camera(x,y)
vertical_compensation -= y
if compensation_tween:
compensation_tween.kill()
compensation_tween = create_tween()
compensation_tween.tween_interval(compensation_delay)
compensation_tween.tween_callback(start_compensating)
func start_compensating() -> void:
compensate = true
print(vertical_compensation)
compensation_speed = vertical_compensation / compensation_time