dead camera rotation working and focusing on target

This commit is contained in:
derek
2024-08-07 10:39:15 -05:00
parent ae87ac46df
commit 5cffedfa4f
3 changed files with 17 additions and 10 deletions

View File

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