extends CharacterBody3D @export var state_machine: LimboHSM @onready var idle_state: LimboState = $LimboHSM/Idle @export var move_pcam : PhantomCamera3D @export var mouse_sensitivity: float = 0.05 @export var min_pitch: float = -89.9 @export var max_pitch: float = 50 @export var min_yaw: float = 0 @export var max_yaw: float = 360 func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) _initialize_state_machine() func _initialize_state_machine() -> void: state_machine.initial_state = idle_state state_machine.initialize(self) state_machine.set_active(true) func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: var pcam_rotation_degrees: Vector3 # Assigns the current 3D rotation of the SpringArm3D node - so it starts off where it is in the editor pcam_rotation_degrees = move_pcam.get_third_person_rotation_degrees() # Change the X rotation pcam_rotation_degrees.x -= event.relative.y * mouse_sensitivity # Clamp the rotation in the X axis so it go over or under the target pcam_rotation_degrees.x = clampf(pcam_rotation_degrees.x, min_pitch, max_pitch) # Change the Y rotation value pcam_rotation_degrees.y -= event.relative.x * mouse_sensitivity # Sets the rotation to fully loop around its target, but witout going below or exceeding 0 and 360 degrees respectively pcam_rotation_degrees.y = wrapf(pcam_rotation_degrees.y, min_yaw, max_yaw) # Change the SpringArm3D node's rotation and rotate around its target move_pcam.set_third_person_rotation_degrees(pcam_rotation_degrees)