dead camera much improved and has the ability to step through multiple stages

This commit is contained in:
derek
2024-11-04 15:19:07 -06:00
parent 475c7967f5
commit 11052fdb99
11 changed files with 193 additions and 54 deletions

View File

@@ -1,29 +1,39 @@
extends Node3D
const DEAD_CAM_FOV = 50.0
@export var MOVE_SPEED = 30
@export var CAMERA_LOOK_SPEED = 20
@export var FOV_CHANGE_SPEED = 40
@onready var look_ray = $LookRay
@onready var camera = $Camera3D
@onready var camera = $CameraRigid/Camera3D
@onready var camera_rigid: RigidBody3D = $CameraRigid
@onready var timer = $Timer
@onready var level_control = get_tree().current_scene
@onready var whiteout = $Whiteout
const ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
@onready var ENEMY_TAUNT = preload("res://assets/enemy_taunt.tscn")
@onready var animation_player = $AnimationPlayer
@onready var cam_target: Node3D = $CamTarget
var focus_dist
var target : Node
var focus_target
var respawn_position
var respawn_rotation
var taunt_node
var respawn_fov
const DEAD_CAM_FOV = 50.0
var respawn = false
var anim_step = 0
# Called when the node enters the scene tree for the first time.
func _ready():
Engine.time_scale = .05
AudioServer.set_bus_effect_enabled(0,0,true)
#set FOV
camera.fov = respawn_fov
@@ -31,7 +41,7 @@ func _ready():
level_control.player.stamina_counter.visible = false
#start timer
timer.start()
timer.start(.3)
#highlight target
if target != null:
@@ -39,6 +49,7 @@ func _ready():
taunt_spawn.text = taunt_spawn.taunts.pick_random()
target.add_child(taunt_spawn)
taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
taunt_node = taunt_spawn
for i in target.outline_meshes:
@@ -61,24 +72,43 @@ func _process(delta):
camera.attributes.dof_blur_near_distance = focus_dist - 2
if target == null:
respawn = true
anim_step = 3
# Move towards and look at target
if respawn == false:
#calculate move direction
var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.look_at(Vector3(target.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 40.0, delta * 5)
elif respawn == true:
animation_player.play("whiteout")
camera_rigid.global_position = lerp(camera_rigid.global_position,cam_target.global_position, delta * 100)
match anim_step:
0:
#Show enemy that killed player
var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target_pos_adjusted
look_ray.look_at(Vector3(target.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 40.0, delta * 5)
1:
#aim at player from enemy
Engine.time_scale = .1
AudioServer.set_bus_effect_enabled(0,0,true)
taunt_node.visible = false
var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target.global_position
look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 110.0, delta * 100)
2:
var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
look_ray.global_position = target.global_position
look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
camera.fov = lerp(camera.fov, 110.0, delta * 100)
animation_player.play("whiteout")
func _on_timer_timeout():
respawn = true
anim_step += 1
print("ANIM STEP " +str(anim_step))
func reload_level():
get_tree().reload_current_scene()