| extends CharacterBody3D | |
| @export var look_sensitivity: float = 0.005 | |
| @export var max_speed : float = 5.0 | |
| var is_controlled = false | |
| func _ready(): | |
| GameManager.register_flycam(self) | |
| func set_control(value): | |
| is_controlled = value | |
| $Camera3D.current = value | |
| func _process(delta): | |
| var input_dir = Input.get_vector("turn_left", "turn_right", "accelerate", "reverse") | |
| var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() | |
| direction.y = Input.get_axis("cam_down", "cam_up") | |
| if direction: | |
| velocity.x = direction.x * max_speed | |
| velocity.y = direction.y * max_speed | |
| velocity.z = direction.z * max_speed | |
| else: | |
| velocity.x = move_toward(velocity.x, 0, max_speed) | |
| velocity.y = move_toward(velocity.y, 0, max_speed) | |
| velocity.z = move_toward(velocity.z, 0, max_speed) | |
| move_and_slide() | |
| func _unhandled_input(event): | |
| if is_controlled and event is InputEventMouseMotion: | |
| rotate_y(-event.relative.x * look_sensitivity) | |
| $Camera3D.rotate_x(-event.relative.y * look_sensitivity) | |
| $Camera3D.rotation.x = clamp($Camera3D.rotation.x, -PI/2, PI/2) | |