dead camera rotation working and focusing on target
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@@ -3,7 +3,7 @@ extends Node3D
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@export var MOVE_SPEED = 15
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@export var CAMERA_LOOK_SPEED = 20
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@export var FOV_CHANGE_SPEED = 200
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@export var FOV_CHANGE_SPEED = 20
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@onready var look_ray = $LookRay
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@onready var camera = $Camera3D
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@@ -14,12 +14,12 @@ var target : Node
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var respawn_position
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var respawn_rotation
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var respawn_fov
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var camera_start_fov
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const DEAD_CAM_FOV = 50.0
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var respawn = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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camera_start_fov = camera.fov
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camera.fov = respawn_fov
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timer.start()
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for i in target.outline_meshes:
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print(i)
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@@ -28,19 +28,24 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var focus_dist = abs(camera.global_position - target.global_position)
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camera.attributes.dof_blur_far_distance = focus_dist.z + 3
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camera.attributes.dof_blur_near_distance = focus_dist.z - 1
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# Move towards and look at target
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if target != null and respawn == false:
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#calculate move direction
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var target_pos_adjusted = Vector3(target.position.x -2,target.position.y + 4,target.position.z -2)
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#camera.fov = lerp(respawn_fov,10.0,delta * FOV_CHANGE_SPEED)
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#camera.fov = lerp(respawn_fov,DEAD_CAM_FOV,delta*100)
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position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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elif respawn == true:
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position = lerp(position,respawn_position,delta * MOVE_SPEED)
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camera.rotation = lerp(camera.rotation,Vector3(0,0,0),delta * CAMERA_LOOK_SPEED)
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camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED)
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#camera.fov = lerp(camera.fov,respawn_fov,delta * FOV_CHANGE_SPEED)
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#camera.fov = lerp(DEAD_CAM_FOV,respawn_fov,delta * FOV_CHANGE_SPEED)
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if abs(position.x - respawn_position.x) <=.2:
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reload_level()
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