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public partial class CameraController : Node
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{
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[Export] public Camera3D Camera { get; set; } // Will be `null` for remote players.
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[Export] public Vector2 MouseSensitivity { get; set; } = new(0.2f, 0.2f); // Degrees per pixel.
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[Export] public float PitchMinimum { get; set; } = -85;
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[Export] public float PitchMaximum { get; set; } = 85;
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public Transform3D DefaultTransform { get; private set; }
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[Export] public float CurrentPitch { get; set; }
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[Export] public float CurrentYaw { get; set; }
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public static bool IsMouseCaptured
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=> Input.MouseMode == Input.MouseModeEnum.Captured;
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Player _player;
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public override void _Ready()
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{
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_player = GetParent<Player>();
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DefaultTransform = Camera.Transform;
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Camera.Current = _player.IsLocal;
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}
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public override void _Input(InputEvent @event)
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{
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if (!_player.IsLocal) return;
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if (IsMouseCaptured && @event.IsActionPressed("ui_cancel")) {
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// When escape is pressed, release the mouse.
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Input.MouseMode = Input.MouseModeEnum.Visible;
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GetViewport().SetInputAsHandled();
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}
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!_player.IsLocal) return;
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switch (@event) {
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case InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true } when !IsMouseCaptured:
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// When left mouse button is pressed, capture the mouse.
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Input.MouseMode = Input.MouseModeEnum.Captured;
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GetViewport().SetInputAsHandled();
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break;
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case InputEventMouseMotion motion when IsMouseCaptured:
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ApplyRotation(-motion.Relative * MouseSensitivity);
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break;
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}
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}
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void ApplyRotation(Vector2 delta)
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{
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delta *= Tau / 360; // degrees to radians
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CurrentYaw += delta.X;
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CurrentPitch += delta.Y;
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CurrentPitch = Clamp(CurrentPitch, DegToRad(PitchMinimum), DegToRad(PitchMaximum));
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}
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}
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