]> Untitled Git - frog-ninja.git/blobdiff - player/player.gd
Moved camera vector stuff into CameraHandler
[frog-ninja.git] / player / player.gd
index c6f39a8bbfb1b026a8275e434b7b22965fa51de2..2e90774091c57a5d89ee7c046ad77f654d757526 100644 (file)
@@ -11,7 +11,7 @@ class_name Player
 
 
 var idle_time := 0.00
 
 
 var idle_time := 0.00
-var last_movement_direction := rotation 
+var last_movement_direction := rotation
 var floor_normal := Vector3.ZERO
 var ground_slope_input := 0.0
 var state := ""
 var floor_normal := Vector3.ZERO
 var ground_slope_input := 0.0
 var state := ""
@@ -19,15 +19,21 @@ var state := ""
 @onready var input: InputHandler = $Input
 @onready var model: PlayerModel = $Model
 @onready var skin: SkeletonSkin3D = $Visual
 @onready var input: InputHandler = $Input
 @onready var model: PlayerModel = $Model
 @onready var skin: SkeletonSkin3D = $Visual
-@onready var camera_handler: CameraHandler = $CameraHandler
+@onready var cameraHandler: PlayerCameraHandler = $CameraHandler
 
 
 func _ready() -> void:
 
 
 func _ready() -> void:
-       input.camera = %camera
-       camera_handler.input = input
        skin.assign_skeleton(model.skeleton)
 
 
 func _physics_process(delta: float) -> void:
        var input_pkt := input.get_player_input()
        skin.assign_skeleton(model.skeleton)
 
 
 func _physics_process(delta: float) -> void:
        var input_pkt := input.get_player_input()
+       cameraHandler.update(input_pkt, delta)
+       
+       input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera(
+               input_pkt.player_movement_direction
+               )
        model.update(input_pkt, delta)
        model.update(input_pkt, delta)
+       
+       # TODO: this is bad!!
+       model.skeleton.global_transform = skin.global_transform