Files
tekton/scripts/managers/camera_context_manager.gd
T

62 lines
1.9 KiB
GDScript

extends Node
# CameraContextManager - Smoothly follows player and clamps to arena edges
var camera: Camera3D
var player: Node3D
# Configuration
@export var smooth_speed: float = 5.0
@export var z_offset: float = 12.0
@export var default_y: float = 19.636
# Bounds Definitions { min_x, max_x, min_z, max_z }
var bounds_freemode = { "min_x": 3.0, "max_x": 11.0, "min_z": 15.0, "max_z": 22.5 }
var bounds_stop_n_go = { "min_x": 3.0, "max_x": 18.5, "min_z": 15.0, "max_z": 17.5 }
var bounds_doors = { "min_x": 7.0, "max_x": 7.0, "min_z": 25.8, "max_z": 25.8 } # Static overlook
func initialize(p_camera: Camera3D, _p_shake_manager: Node):
camera = p_camera
print("[CameraContextManager] Initialized with camera")
func set_player(p_player: Node3D):
player = p_player
print("[CameraContextManager] Player set: ", player.name)
func _physics_process(delta):
if not player or not camera or not is_instance_valid(player):
return
var target_pos = _calculate_target_position()
# Smoothly interpolate to target
camera.position = camera.position.lerp(target_pos, smooth_speed * delta)
func _calculate_target_position() -> Vector3:
var player_pos = player.global_position
# Initial target based on player position + offsets
var target_x = player_pos.x
var target_y = default_y
var target_z = player_pos.z + z_offset
# Apply Mode-Specific Clamping
var mode = LobbyManager.get_game_mode()
var bounds = bounds_freemode # Default
if mode == GameMode.Mode.STOP_N_GO:
bounds = bounds_stop_n_go
elif mode == GameMode.Mode.TEKTON_DOORS:
bounds = bounds_doors
target_y = 32.3 # Doors uses a higher overlook
# Clamp X and Z
target_x = clamp(target_x, bounds.min_x, bounds.max_x)
target_z = clamp(target_z, bounds.min_z, bounds.max_z)
# Special case for Setup C in Freemode (Lower Y at bottom edges)
if mode == GameMode.Mode.FREEMODE and target_z > 21.0:
target_y = 19.22636
return Vector3(target_x, target_y, target_z)