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Godot CI / Import + smoke test (push) Failing after 13s
1. stretch/mode: viewport → canvas_items + aspect=keep 3D теперь рендерится в native window resolution (1920×1080), а 2D UI остаётся в 640×360 logical coords с nearest-фильтрацией — гибрид smooth 3D + pixel-art UI. 2. [input] map: добавлены move_forward/back/left/right на WASD + стрелки (physical_keycode для layout-независимости). Дефолтные ui_left/right/up/down в Godot 4 биндятся только на стрелки — поэтому WASD ничего не делал. 3. HUD-подсказка обновлена: «WASD ходить · мышь смотреть · ЛКМ взаимодействие». Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
100 lines
2.5 KiB
GDScript
100 lines
2.5 KiB
GDScript
class_name FPVController extends CharacterBody3D
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@export var move_speed: float = 3.0
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@export var mouse_sensitivity: float = 0.0025
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@export var gravity: float = 9.8
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@onready var camera: Camera3D = $Camera3D
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@onready var interact_ray: RayCast3D = $Camera3D/InteractRay
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signal interactable_focused(obj: Node)
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signal interactable_unfocused
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signal interact_pressed(obj: Node)
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var _captured: bool = false
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var _locked: bool = false
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var _focused_obj: Node = null
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func _ready() -> void:
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_capture_mouse()
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func _capture_mouse() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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_captured = true
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func _release_mouse() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_captured = false
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and _captured and not _locked:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clamp(camera.rotation.x, -PI * 0.45, PI * 0.45)
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if not _captured:
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_capture_mouse()
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return
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if _locked:
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return
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if _focused_obj != null:
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interact_pressed.emit(_focused_obj)
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if _focused_obj.has_method("interact"):
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_focused_obj.interact(self)
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elif event is InputEventKey and event.pressed:
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if event.keycode == KEY_ESCAPE:
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if _captured:
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_release_mouse()
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else:
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_capture_mouse()
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elif event.keycode == KEY_Q:
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get_tree().quit()
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func _physics_process(delta: float) -> void:
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if _locked:
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velocity = Vector3.ZERO
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move_and_slide()
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_update_focus()
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return
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0.0, input_dir.y)).normalized()
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velocity.x = direction.x * move_speed
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velocity.z = direction.z * move_speed
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if not is_on_floor():
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velocity.y -= gravity * delta
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else:
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velocity.y = 0.0
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move_and_slide()
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_update_focus()
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func _update_focus() -> void:
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interact_ray.force_raycast_update()
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var new_focus: Node = null
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if interact_ray.is_colliding():
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var col: Object = interact_ray.get_collider()
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if col != null and col is Node and col.has_method("get_prompt"):
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new_focus = col
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if new_focus != _focused_obj:
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if new_focus != null:
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interactable_focused.emit(new_focus)
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else:
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interactable_unfocused.emit()
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_focused_obj = new_focus
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func lock_input() -> void:
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_locked = true
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func unlock_input() -> void:
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_locked = false
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func get_focused() -> Node:
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return _focused_obj
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