Files
Decked-Out-Defense/PCs/weapon_movement.gd

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1.5 KiB
GDScript

class_name WeaponMovement
extends Node3D
@export var player: CharacterBody3D
@export_category("Strafe Tilting")
@export var enable_strafe_tilt: bool = false
@export var tilt_max_effect_speed: float = 4.317
@export var tilt_amount_x: float = 0.75
@export var tilt_amount_y: float = 0.0
@export var weapon_rotation_amount: float = 1
@export var enable_mouse_sway: bool = true
var mouse_input: Vector2
var invert_weapon_sway: bool = true
func _process(delta: float) -> void:
var tilt: Vector3 = Vector3.ZERO
var sway: Vector3 = Vector3.ZERO
if enable_strafe_tilt:
tilt = get_strafe_tilt(player.velocity)
if enable_mouse_sway:
sway = weapon_sway(delta)
rotation = lerp(rotation, tilt + sway, 10 * delta)
func get_strafe_tilt(player_velocity: Vector3) -> Vector3:
var side_dot: float = player_velocity.normalized().dot(-global_transform.basis.z)
var front_dot: float = player_velocity.normalized().dot(-global_transform.basis.x)
var tilt_speed_factor: float = player_velocity.length() / tilt_max_effect_speed
var tilt_vector: Vector3 = Vector3.ZERO
tilt_vector.z = deg_to_rad(tilt_amount_x * front_dot * tilt_speed_factor)
tilt_vector.x = deg_to_rad(tilt_amount_y * -side_dot * tilt_speed_factor)
return tilt_vector
func weapon_sway(delta: float) -> Vector3:
var vector: Vector3 = Vector3.ZERO
vector.x = mouse_input.y * weapon_rotation_amount * (-1 if invert_weapon_sway else 1)
vector.y = mouse_input.x * weapon_rotation_amount * (-1 if invert_weapon_sway else 1)
return vector