Cleaned up project with better structure.
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using Godot;
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using static GameData;
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public partial class Camera3d : Camera3D
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{
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[Export] public float Speed = 7.5f;
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[Export] public float MouseSensitivity = 0.2f;
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[Export] public float ScrollStrength = 5.0f;
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public override void _Ready()
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{
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Position = new Vector3(0, 0, tileWidth / 2);
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}
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public override void _Process(double delta)
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{
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if (canMove) MoveCamera(delta);
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}
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public void MoveCamera(double delta)
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{
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float d = (float)delta;
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Vector3 rotation = RotationDegrees;
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rotation.X = Mathf.Clamp(rotation.X, -90f, 90f);
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RotationDegrees = rotation;
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Vector3 direction = Vector3.Zero;
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if (Input.IsActionPressed("move_forward") && Position.Z > 0) direction += Transform.Basis.Z;
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if (Input.IsActionPressed("move_backward") && Position.Z < layerSize * 6) direction -= Transform.Basis.Z;
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if (Input.IsActionPressed("move_left") && Position.X > 0) direction -= Transform.Basis.X;
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if (Input.IsActionPressed("move_right") && Position.X < layerSize * 6) direction += Transform.Basis.X;
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if (direction != Vector3.Zero)
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{
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direction = direction.Normalized() * Speed * (Input.IsActionPressed("sprint") ? 2.5f : 1) * d;
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Translate(direction);
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}
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if (Position.Y != 10 - visibleLayer * 4)
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{
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Position = new Vector3(Position.X, 10 - visibleLayer * 4, Position.Z);
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}
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}
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}
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