@onready var model: PlayerModel = $Model
@onready var skin: SkeletonSkin3D = $Visual
@onready var cameraHandler: PlayerCameraHandler = $CameraHandler
-@onready var camera: Camera3D = $CameraHandler/SpringArm3D/Camera3D
func _ready() -> void:
var input_pkt := input.get_player_input()
cameraHandler.update(input_pkt, delta)
- input_pkt.player_movement_direction = get_movement_relative_to_camera(
+ input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera(
input_pkt.player_movement_direction
)
model.update(input_pkt, delta)
# TODO: this is bad!!
model.skeleton.global_transform = skin.global_transform
-
-
-# Get the XZ input direction based on player's input relative to the camera
-func get_movement_relative_to_camera(movement_direction: Vector2) -> Vector2:
- if camera:
- var forward := camera.global_basis.z
- var right := camera.global_basis.x
- var dir := (
- forward * movement_direction.y + right * movement_direction.x
- ).normalized()
- return Vector2(dir.x, dir.z).normalized()
- else:
- return Vector2.ZERO