Add controller support to PR #22

This commit is contained in:
2024-07-15 15:10:44 -07:00
parent b458cba1a1
commit a8d151d568
2 changed files with 11 additions and 11 deletions

View File

@ -33,7 +33,7 @@ You can make this a super basic controller by just disabling everything.
- In the controls export group, there is a commented section at the end that says "Uncomment this if you want full controller support". Uncomment that block.
- Make a key map for each direction (left, right, up, down) and map them to your joystick.
- Write in these keymaps in the controls section of the player settings.
- In the `_process` function, there is another block of commented code at the end that says the same thing. Uncomment that too.
- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
- You should now be able to look around with the joystick. Make sure you add the other controls to the input map. (movement, jumping, crouching, sprinting, etc.)
**How to change settings:**

View File

@ -40,10 +40,10 @@ extends CharacterBody3D
@export var SPRINT : String = "sprint"
# Uncomment if you want full controller support
#@export var LOOK_LEFT : String
#@export var LOOK_RIGHT : String
#@export var LOOK_UP : String
#@export var LOOK_DOWN : String
#@export var LOOK_LEFT : String = "look_left"
#@export var LOOK_RIGHT : String = "look_right"
#@export var LOOK_UP : String = "look_up"
#@export var LOOK_DOWN : String = "look_down"
@export_group("Feature Settings")
@export var jumping_enabled : bool = true
@ -221,8 +221,13 @@ func handle_movement(delta, input_dir):
func handle_head_rotation():
HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
mouseInput = Vector2(0,0)
# Uncomment for controller support
#var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * 0.035 # These are inverted because of the nature of 3D rotation.
#HEAD.rotation.x += controller_view_rotation.x
#HEAD.rotation.y += controller_view_rotation.y
mouseInput = Vector2(0,0)
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
@ -344,11 +349,6 @@ func _process(delta):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Uncomment if you want full controller support
#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
#HEAD.rotation_degrees.x -= controller_view_rotation.y * 1.5
func _unhandled_input(event):