cs-os/scripts/SpectatorControls.gd

45 lines
1.4 KiB
GDScript

extends Node3D
const SENSETIVITY = 0.009;
var walk = 2
@onready var head = $"."
@onready var camera = $"./Camera"
func _ready():
camera.make_current()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if Input.is_action_pressed("MWU"):
walk += walk / 5.
print("UP " + str(walk))
if Input.is_action_pressed("MWD"):
walk -= walk / 5.
print("DOWN " + str(walk))
walk = clamp(walk, 0.01, 15)
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSETIVITY)
camera.rotate_x(-event.relative.y * SENSETIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(90))
func _physics_process(delta):
var input_dir = Input.get_vector("left", "right", "forward", "backward")
#var direction = head.transform.rotation
var direction = (head.transform.basis * Vector3(input_dir.x, input_dir.x, input_dir.y)).normalized()
#var direction = (head.transform.basis * Vector2(input_dir.x, input_dir.y)).normalized()
var velocity = Vector3.ZERO
var speed
if Input.is_action_pressed("run"):
speed = walk * 2
else:
speed = walk
velocity.y = Input.get_vector("crawl", "jump", "left", "right").x * speed
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 4)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 4)
head.position += velocity