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