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godot-tumble_player_demo / player / player_input.gd

47 lines · gd ref:
extends Node

onready var meshNode : Spatial = get_node("../Mesh")
onready var thirdPersonclippedCamera : Spatial = get_node("../Mesh/Camroot/h/v/Camera")
onready var thirdPersonclippedCameraH : Spatial = get_node("../Mesh/Camroot/h")
onready var thirdPersonclippedCameraHV : Spatial = get_node("../Mesh/Camroot/h/v")

export var movementDirection : Vector3 = Vector3.ZERO

signal player_restore_origin()
signal player_mousemotion_event(event)
signal player_action_roll()
signal player_move(direction)

func _ready():
	#thirdPersonclippedCameraHV = thirdPersonclippedCameraH.find_node("v")
	# thirdPersonclippedCameraHV = ClippedCamera.get_node("v")
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	thirdPersonclippedCamera.add_exception(get_parent())

func _process(_delta):
	movementDirection = Vector3(Input.get_action_strength("left") - Input.get_action_strength("right"),
		0,
		Input.get_action_strength("forward") - Input.get_action_strength("backward"))
	emit_signal("player_move", movementDirection)
	pass
	
func _physics_process(_delta):
	pass

func _input(event : InputEvent):
	if event is InputEventMouseMotion:
		emit_signal("player_mousemotion_event", event)
	
	if event.is_action_pressed("roll"):
		emit_signal("player_action_roll")
		
	if Input.is_action_just_pressed("restoreOrigin"):
		emit_signal("player_restore_origin")

	#if Input.is_action_pressed("forward") ||  Input.is_action_pressed("backward") ||  Input.is_action_pressed("left") ||  Input.is_action_pressed("right"):
	#movementDirection = Vector3.BACK
	#movementDirection = Vector3(Input.get_action_strength("left") - Input.get_action_strength("right"),
	#	0,
	#	Input.get_action_strength("forward") - Input.get_action_strength("backward"))
	#emit_signal("player_move", movementDirection)