Add controller support to PR #22
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@ -33,7 +33,7 @@ You can make this a super basic controller by just disabling everything.
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- 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.
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- Make a key map for each direction (left, right, up, down) and map them to your joystick.
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- Write in these keymaps in the controls section of the player settings.
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- In the `_process` function, there is another block of commented code at the end that says the same thing. Uncomment that too.
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- In the `handle_head_rotation` function, there is another block of commented code that says the same thing. Uncomment that too.
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- 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.)
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**How to change settings:**
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@ -40,10 +40,10 @@ extends CharacterBody3D
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@export var SPRINT : String = "sprint"
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# Uncomment if you want full controller support
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#@export var LOOK_LEFT : String
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#@export var LOOK_RIGHT : String
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#@export var LOOK_UP : String
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#@export var LOOK_DOWN : String
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#@export var LOOK_LEFT : String = "look_left"
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#@export var LOOK_RIGHT : String = "look_right"
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#@export var LOOK_UP : String = "look_up"
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#@export var LOOK_DOWN : String = "look_down"
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@export_group("Feature Settings")
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@export var jumping_enabled : bool = true
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@ -221,8 +221,13 @@ func handle_movement(delta, input_dir):
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func handle_head_rotation():
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HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity
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HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity
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mouseInput = Vector2(0,0)
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# Uncomment for controller support
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#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.
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#HEAD.rotation.x += controller_view_rotation.x
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#HEAD.rotation.y += controller_view_rotation.y
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mouseInput = Vector2(0,0)
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HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))
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@ -345,11 +350,6 @@ func _process(delta):
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Input.MOUSE_MODE_VISIBLE:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# Uncomment if you want full controller support
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#var controller_view_rotation = Input.get_vector(LOOK_LEFT, LOOK_RIGHT, LOOK_UP, LOOK_DOWN)
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#HEAD.rotation_degrees.y -= controller_view_rotation.x * 1.5
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#HEAD.rotation_degrees.x -= controller_view_rotation.y * 1.5
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func _unhandled_input(event):
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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