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przygody-pana-cegly/addons/phantom_camera/scripts/phantom_camera/phantom_camera_2d.gd
2025-03-01 19:52:43 +01:00

1588 lines
52 KiB
GDScript

@tool
@icon("res://addons/phantom_camera/icons/phantom_camera_2d.svg")
class_name PhantomCamera2D
extends Node2D
## Controls a scene's [Camera2D] and applies logic to it.
##
## The scene's [param Camera2D] will follow the position of the
## [param PhantomCamera2D] with the highest priority.
## Each instance can have different positional and rotational logic applied
## to them.
#region Constants
const _constants := preload("res://addons/phantom_camera/scripts/phantom_camera/phantom_camera_constants.gd")
#endregion
#region Signals
## Emitted when the [param PhantomCamera2D] becomes active.
signal became_active
## Emitted when the [param PhantomCamera2D] becomes inactive.
signal became_inactive
## Emitted when [member follow_target] changes.
signal follow_target_changed
## Emitted when dead zones changes.[br]
## [b]Note:[/b] Only applicable in [param Framed] [enum FollowMode].
signal dead_zone_changed
## Emitted when a target touches the edge of the dead zone in [param Framed] [enum FollowMode].
signal dead_zone_reached(side: Vector2)
## Emitted when the [param Camera2D] starts to tween to another [param PhantomCamera2D].
signal tween_started
## Emitted when the [param Camera2D] is to tweening towards another [param PhantomCamera2D].
signal is_tweening
## Emitted when the tween is interrupted due to another [param PhantomCamera2D]
## becoming active. The argument is the [param PhantomCamera2D] that interrupted
## the tween.
signal tween_interrupted(pcam_2d: PhantomCamera2D)
## Emitted when the [param Camera2D] completes its tween to the
## [param PhantomCamera2D].
signal tween_completed
## Emitted when Noise should be applied to the Camera2D.
signal noise_emitted(noise_output: Transform2D)
signal physics_target_changed
#endregion
#region Enums
## Determines the positional logic for a given [param PhantomCamera2D]
## [br][br]
## The different modes have different functionalities and purposes, so choosing
## the correct one depends on what each [param PhantomCamera2D] is meant to do.
enum FollowMode {
NONE = 0, ## Default - No follow logic is applied.
GLUED = 1, ## Sticks to its target.
SIMPLE = 2, ## Follows its target with an optional offset.
GROUP = 3, ## Follows multiple targets with option to dynamically reframe itself.
PATH = 4, ## Follows a target while being positionally confined to a [Path2D] node.
FRAMED = 5, ## Applies a dead zone on the frame and only follows its target when it tries to leave it.
}
## Determines how often an inactive [param PhantomCamera2D] should update
## its positional and rotational values. This is meant to reduce the amount
## of calculations inactive [param PhantomCamera2D] are doing when idling to
## improve performance.
enum InactiveUpdateMode {
ALWAYS, ## Always updates the [param PhantomCamera2D], even when it's inactive.
NEVER, ## Never updates the [param PhantomCamera2D] when it's inactive. Reduces the amount of computational resources when inactive.
# EXPONENTIALLY,
}
enum FollowLockAxis {
NONE = 0,
X = 1,
Y = 2,
XY = 3,
}
#endregion
#region Exported Properties
## To quickly preview a [param PhantomCamera2D] without adjusting its
## [member priority], this property allows the selected PCam to ignore the
## Priority system altogether and forcefully become the active one. It's
## partly designed to work within the Viewfinder, and will be disabled when
## running a build export of the game.
@export var priority_override: bool = false:
set(value):
if Engine.is_editor_hint() and _has_valid_pcam_owner():
if value == true:
priority_override = value
get_pcam_host_owner().pcam_priority_override(self)
else:
priority_override = value
get_pcam_host_owner().pcam_priority_updated(self)
get_pcam_host_owner().pcam_priority_override_disabled()
get:
return priority_override
## It defines which [param PhantomCamera2D] a scene's [param Camera2D] should
## be corresponding with and be attached to. This is decided by the PCam with
## the highest [param Priority].
## [br][br]
## Changing [param Priority] will send an event to the scene's
## [PhantomCameraHost], which will then determine whether if the
## [param Priority] value is greater than or equal to the currently
## highest [param PhantomCamera2D]'s in the scene. The [param PhantomCamera2D]
## with the highest value will then reattach the [param Camera2D] accordingly.
@export var priority: int = 0:
set = set_priority,
get = get_priority
## Determines the positional logic for a given [param PhantomCamera2D].
## The different modes have different functionalities and purposes, so
## choosing the correct one depends on what each [param PhantomCamera2D]
## is meant to do.
@export var follow_mode: FollowMode = FollowMode.NONE:
set(value):
follow_mode = value
if follow_mode == FollowMode.NONE:
_should_follow = false
top_level = false
_is_parents_physics()
notify_property_list_changed()
return
match follow_mode:
FollowMode.PATH:
if is_instance_valid(follow_path):
_should_follow_checker()
FollowMode.GROUP:
_follow_targets_size_check()
_:
_should_follow_checker()
if follow_mode == FollowMode.FRAMED:
if _follow_framed_initial_set and follow_target:
_follow_framed_initial_set = false
dead_zone_changed.connect(_on_dead_zone_changed)
else:
if dead_zone_changed.is_connected(_on_dead_zone_changed):
dead_zone_changed.disconnect(_on_dead_zone_changed)
top_level = true
notify_property_list_changed()
get:
return follow_mode
## Determines which target should be followed.
## The [param Camera2D] will follow the position of the Follow Target
## based on the [member follow_mode] type and its parameters.
@export var follow_target: Node2D = null:
set = set_follow_target,
get = get_follow_target
### Defines the targets that the [param PhantomCamera2D] should be following.
@export var follow_targets: Array[Node2D] = []:
set = set_follow_targets,
get = get_follow_targets
## Determines the [Path2D] the [param PhantomCamera2D]
## should be bound to.
## The [param PhantomCamera2D] will follow the position of the
## [member follow_target] while sticking to the closest point on this path.
@export var follow_path: Path2D = null:
set = set_follow_path,
get = get_follow_path
## Applies a zoom level to the [param PhantomCamera2D], which effectively
## overrides the [param zoom] property of the [param Camera2D] node.
@export var zoom: Vector2 = Vector2.ONE:
set = set_zoom,
get = get_zoom
## If enabled, will snap the [param Camera2D] to whole pixels as it moves.
## [br][br]
## This should be particularly useful in pixel art projects,
## where assets should always be aligned to the monitor's pixels to avoid
## unintended stretching.
@export var snap_to_pixel: bool = false:
set = set_snap_to_pixel,
get = get_snap_to_pixel
## Enables a preview of what the [PhantomCamera2D] will see in the
## scene. It works identically to how a [param Camera2D] shows which area
## will be visible during runtime. Likewise, this too will be affected by the
## [member zoom] property and the [param viewport_width] and
## [param Viewport Height] defined in the [param Project Settings].
@export var frame_preview: bool = true:
set(value):
frame_preview = value
queue_redraw()
get:
return frame_preview
## Defines how the [param PhantomCamera2D] transition between one another.
## Changing the tween values for a given [param PhantomCamera2D]
## determines how transitioning to that instance will look like.
## This is a resource type that can be either used for one
## [param PhantomCamera] or reused across multiple - both 2D and 3D.
## By default, all [param PhantomCameras] will use a [param linear]
## transition, [param easeInOut] ease with a [param 1s] duration.
@export var tween_resource: PhantomCameraTween = PhantomCameraTween.new():
set = set_tween_resource,
get = get_tween_resource
## If enabled, the moment a [param PhantomCamera2D] is instantiated into
## a scene, and has the highest priority, it will perform its tween transition.
## This is most obvious if a [param PhantomCamera2D] has a long duration and
## is attached to a playable character that can be moved the moment a scene
## is loaded. Disabling the [param tween_on_load] property will
## disable this behaviour and skip the tweening entirely when instantiated.
@export var tween_on_load: bool = true:
set = set_tween_on_load,
get = get_tween_on_load
## Determines how often an inactive [param PhantomCamera2D] should update
## its positional and rotational values. This is meant to reduce the amount
## of calculations inactive [param PhantomCamera2Ds] are doing when idling
## to improve performance.
@export var inactive_update_mode: InactiveUpdateMode = InactiveUpdateMode.ALWAYS
@export_group("Follow Parameters")
## Offsets the [member follow_target] position.
@export var follow_offset: Vector2 = Vector2.ZERO:
set = set_follow_offset,
get = get_follow_offset
## Applies a damping effect on the [param Camera2D]'s movement.
## Leading to heavier / slower camera movement as the targeted node moves around.
## This is useful to avoid sharp and rapid camera movement.
@export var follow_damping: bool = false:
set = set_follow_damping,
get = get_follow_damping
## Defines the damping amount. The ideal range should be somewhere between 0-1.[br][br]
## The damping amount can be specified in the individual axis.[br][br]
## [b]Lower value[/b] = faster / sharper camera movement.[br]
## [b]Higher value[/b] = slower / heavier camera movement.
@export var follow_damping_value: Vector2 = Vector2(0.1, 0.1):
set = set_follow_damping_value,
get = get_follow_damping_value
## Prevents the [param PhantomCamera2D] from moving in a designated axis.
## This can be enabled or disabled at runtime or from the editor directly.
@export var follow_axis_lock: FollowLockAxis = FollowLockAxis.NONE:
set = set_lock_axis,
get = get_lock_axis
var _follow_axis_is_locked: bool = false
var _follow_axis_lock_value: Vector2 = Vector2.ZERO
@export_subgroup("Follow Group")
## Enables the [param PhantomCamera2D] to dynamically zoom in and out based on
## the targets' distances between each other.
## Once enabled, the [param Camera2D] will stay as zoomed in as possible,
## limited by the [member auto_zoom_max] and start zooming out as the targets
## move further apart, limited by the [member auto_zoom_min].
## Note: Enabling this property hides and disables the [member zoom] property
## as this effectively overrides that value.
@export var auto_zoom: bool = false:
set = set_auto_zoom,
get = get_auto_zoom
## Sets the param minimum zoom amount, in other words how far away the
## [param Camera2D] can be from scene.[br][br]
## This only works when [member auto_zoom] is enabled.
@export var auto_zoom_min: float = 1:
set = set_auto_zoom_min,
get = get_auto_zoom_min
## Sets the maximum zoom amount, in other words how close the [param Camera2D]
## can move towards the scene.[br][br]
## This only works when [member auto_zoom] is enabled.
@export var auto_zoom_max: float = 5:
set = set_auto_zoom_max,
get = get_auto_zoom_max
## Determines how close to the edges the targets are allowed to be.
## This is useful to avoid targets being cut off at the edges of the screen.
## [br][br]
## The Vector4 parameter order goes: [param Left] - [param Top] - [param Right]
## - [param Bottom].
@export var auto_zoom_margin: Vector4 = Vector4.ZERO:
set = set_auto_zoom_margin,
get = get_auto_zoom_margin
@export_subgroup("Dead Zones")
## Defines the horizontal dead zone area. While the target is within it, the
## [param PhantomCamera2D] will not move in the horizontal axis.
## If the targeted node leaves the horizontal bounds, the
## [param PhantomCamera2D] will follow the target horizontally to keep
## it within bounds.
@export_range(0, 1) var dead_zone_width: float = 0:
set(value):
dead_zone_width = value
dead_zone_changed.emit()
get:
return dead_zone_width
## Defines the vertical dead zone area. While the target is within it, the
## [param PhantomCamera2D] will not move in the vertical axis.
## If the targeted node leaves the vertical bounds, the
## [param PhantomCamera2D] will follow the target horizontally to keep
## it within bounds.
@export_range(0, 1) var dead_zone_height: float = 0:
set(value):
dead_zone_height = value
dead_zone_changed.emit()
get:
return dead_zone_height
## Enables the [param dead zones] to be visible when running the game from the editor.
## [br]
## [param dead zones] will never be visible in build exports.
@export var show_viewfinder_in_play: bool = false
@export_group("Limit")
## Shows the [param Camera2D]'s built-in limit border.[br]
## The [param PhantomCamera2D] and [param Camera2D] can move around anywhere within it.
@export var draw_limits: bool = false:
set(value):
_draw_limits = value
if Engine.is_editor_hint():
_draw_camera_2d_limit()
get:
return _draw_limits
## Defines the left side of the [param Camera2D] limit.
## The camera will not be able to move past this point.
@export var limit_left: int = -10000000:
set = set_limit_left,
get = get_limit_left
## Defines the top side of the [param Camera2D] limit.
## The camera will not be able to move past this point.
@export var limit_top: int = -10000000:
set = set_limit_top,
get = get_limit_top
## Defines the right side of the [param Camera2D] limit.
## The camera will not be able to move past this point.
@export var limit_right: int = 10000000:
set = set_limit_right,
get = get_limit_right
## Defines the bottom side of the [param Camera2D] limit.
## The camera will not be able to move past this point.
@export var limit_bottom: int = 10000000:
set = set_limit_bottom,
get = get_limit_bottom
## Allows for setting either a [TileMap], [TileMapLayer] or [CollisionShape2D] node to
## automatically apply a limit size instead of manually adjusting the Left,
## Top, Right and Left properties.[br][br]
## [b]TileMap / TileMapLayer[/b][br]
## The Limit will update after the [TileSet] of the [TileMap] / [TileMapLayer] has changed.[br]
## [b]Note:[/b] The limit size will only update after closing the TileMap editor
## bottom panel.
## [br][br]
## [b]CollisionShape2D[/b][br]
## The limit will update in realtime as the Shape2D changes its size.
## Note: For performance reasons, resizing the [Shape2D] during runtime will not change the Limits sides.
@export_node_path("TileMap", "Node2D", "CollisionShape2D") var limit_target: NodePath = NodePath(""):
set = set_limit_target,
get = get_limit_target
## Applies an offset to the [TileMap]/[TileMapLayer] Limit or [Shape2D] Limit.
## The values goes from [param Left], [param Top], [param Right]
## and [param Bottom].
@export var limit_margin: Vector4i:
set = set_limit_margin,
get = get_limit_margin
#@export var limit_smoothed: bool = false: # TODO - Needs proper support
#set = set_limit_smoothing,
#get = get_limit_smoothing
@export_group("Noise")
## Applies a noise, or shake, to a [Camera2D].[br]
## Once set, the noise will run continuously after the tween to the [PhantomCamera2D] is complete.
@export var noise: PhantomCameraNoise2D:
set = set_noise,
get = get_noise
## If true, will trigger the noise while in the editor.[br]
## Useful in cases where you want to temporarily disable the noise in the editor without removing
## the resource.[br][br]
## [b]Note:[/b] This property has no effect on runtime behaviour.
@export var _preview_noise: bool = true:
set(value):
_preview_noise = value
if not value:
_transform_noise = Transform2D()
## Enable a corresponding layer for a [member PhantomCameraNoiseEmitter2D.noise_emitter_layer]
## to make this [PhantomCamera2D] be affect by it.
@export_flags_2d_render var noise_emitter_layer: int:
set = set_noise_emitter_layer,
get = get_noise_emitter_layer
#region Private Variables
var _is_active: bool = false
## The [PhantomCameraHost] that owns this [param PhantomCamera2D].
var pcam_host_owner: PhantomCameraHost = null:
set = set_pcam_host_owner,
get = get_pcam_host_owner
var _should_follow: bool = false
var _follow_framed_offset: Vector2 = Vector2.ZERO
var _follow_target_physics_based: bool = false
var _physics_interpolation_enabled: bool = false # NOTE - Enable for Godot 4.3 and when PhysicsInterpolationMode bug is resolved
var _has_multiple_follow_targets: bool = false
var _follow_targets_single_target_index: int = 0
var _follow_targets: Array[Node2D]
var _follow_velocity_ref: Vector2 = Vector2.ZERO # Stores and applies the velocity of the movement
var _has_follow_path: bool = false
var _tween_skip: bool = false
## Defines the position of the [member follow_target] within the viewport.[br]
## This is only used for when [member follow_mode] is set to [param Framed].
var _follow_framed_initial_set: bool = false
static var _draw_limits: bool
var _limit_sides: Vector4i
var _limit_sides_default: Vector4i = Vector4i(-10000000, -10000000, 10000000, 10000000)
var _limit_node: Node2D
var _limit_inactive_pcam: bool
var _transform_output: Transform2D
var _transform_noise: Transform2D
var _has_noise_resource: bool = false
# NOTE - Temp solution until Godot has better plugin autoload recognition out-of-the-box.
var _phantom_camera_manager: Node
#endregion
#region Public Variables
var tween_duration: float:
set = set_tween_duration,
get = get_tween_duration
var tween_transition: PhantomCameraTween.TransitionType:
set = set_tween_transition,
get = get_tween_transition
var tween_ease: PhantomCameraTween.EaseType:
set = set_tween_ease,
get = get_tween_ease
var viewport_position: Vector2
#endregion
#region Property Validator
func _validate_property(property: Dictionary) -> void:
################
## Follow Target
################
if property.name == "follow_target":
if follow_mode == FollowMode.NONE or \
follow_mode == FollowMode.GROUP:
property.usage = PROPERTY_USAGE_NO_EDITOR
elif property.name == "follow_path" and \
follow_mode != FollowMode.PATH:
property.usage = PROPERTY_USAGE_NO_EDITOR
####################
## Follow Parameters
####################
if follow_mode == FollowMode.NONE:
match property.name:
"follow_offset", \
"follow_damping", \
"follow_damping_value":
property.usage = PROPERTY_USAGE_NO_EDITOR
if property.name == "follow_offset":
if follow_mode == FollowMode.PATH or \
follow_mode == FollowMode.GLUED:
property.usage = PROPERTY_USAGE_NO_EDITOR
if property.name == "follow_damping_value" and not follow_damping:
property.usage = PROPERTY_USAGE_NO_EDITOR
###############
## Follow Group
###############
if follow_mode != FollowMode.GROUP:
match property.name:
"follow_targets", \
"auto_zoom":
property.usage = PROPERTY_USAGE_NO_EDITOR
if not auto_zoom or follow_mode != FollowMode.GROUP:
match property.name:
"auto_zoom_min", \
"auto_zoom_max", \
"auto_zoom_margin":
property.usage = PROPERTY_USAGE_NO_EDITOR
################
## Follow Framed
################
if not follow_mode == FollowMode.FRAMED:
match property.name:
"dead_zone_width", \
"dead_zone_height", \
"show_viewfinder_in_play":
property.usage = PROPERTY_USAGE_NO_EDITOR
#######
## Zoom
#######
if property.name == "zoom" and follow_mode == FollowMode.GROUP and auto_zoom:
property.usage = PROPERTY_USAGE_NO_EDITOR
########
## Limit
########
if is_instance_valid(_limit_node):
match property.name:
"limit_left", \
"limit_top", \
"limit_right", \
"limit_bottom":
property.usage = PROPERTY_USAGE_NO_EDITOR
if property.name == "limit_margin" and not _limit_node:
property.usage = PROPERTY_USAGE_NO_EDITOR
################
## Frame Preview
################
if property.name == "frame_preview" and _is_active:
property.usage |= PROPERTY_USAGE_READ_ONLY
#region Private Functions
func _enter_tree() -> void:
_should_follow_checker()
if follow_mode == FollowMode.GROUP:
_follow_targets_size_check()
elif follow_mode == FollowMode.NONE:
_is_parents_physics()
if not visibility_changed.is_connected(_check_visibility):
visibility_changed.connect(_check_visibility)
_phantom_camera_manager = get_tree().root.get_node(_constants.PCAM_MANAGER_NODE_NAME)
_phantom_camera_manager.pcam_added(self)
update_limit_all_sides()
if not _phantom_camera_manager.get_phantom_camera_hosts().is_empty():
set_pcam_host_owner(_phantom_camera_manager.get_phantom_camera_hosts()[0])
func _exit_tree() -> void:
if is_instance_valid(_phantom_camera_manager):
_phantom_camera_manager.pcam_removed(self)
if _has_valid_pcam_owner():
get_pcam_host_owner().pcam_removed_from_scene(self)
if not follow_mode == FollowMode.GROUP:
follow_targets = []
func _ready() -> void:
_transform_output = global_transform
_phantom_camera_manager.noise_2d_emitted.connect(_noise_emitted)
if not Engine.is_editor_hint():
_preview_noise = true
if follow_mode == FollowMode.GROUP:
_follow_targets_size_check()
func _process(delta: float) -> void:
if _follow_target_physics_based or _is_active: return
process_logic(delta)
func _physics_process(delta: float) -> void:
if not _follow_target_physics_based or _is_active: return
process_logic(delta)
func process_logic(delta: float) -> void:
if _is_active:
if _has_noise_resource and _preview_noise:
_transform_noise = noise.get_noise_transform(delta)
if _transform_noise.get_rotation() != 0:
push_warning(pcam_host_owner.camera_2d.name, " has ignore_rotation enabled.")
else:
match inactive_update_mode:
InactiveUpdateMode.NEVER: return
InactiveUpdateMode.ALWAYS:
# Only triggers if limit isn't default
if _limit_inactive_pcam:
global_position = _set_limit_clamp_position(global_position)
# InactiveUpdateMode.EXPONENTIALLY:
# TODO - Trigger positional updates less frequently as more PCams gets added
_limit_checker()
# if not Engine.is_editor_hint(): print(_should_follow)
if _should_follow:
_follow(delta)
else:
_transform_output = global_transform
if _follow_axis_is_locked:
match follow_axis_lock:
FollowLockAxis.X:
_transform_output.origin.x = _follow_axis_lock_value.x
FollowLockAxis.Y:
_transform_output.origin.y = _follow_axis_lock_value.y
FollowLockAxis.XY:
_transform_output.origin.x = _follow_axis_lock_value.x
_transform_output.origin.y = _follow_axis_lock_value.y
func _limit_checker() -> void:
## TODO - Needs to see if this can be triggerd only from CollisionShape2D Transform changes
if not Engine.is_editor_hint(): return
if draw_limits:
update_limit_all_sides()
func _follow(delta: float) -> void:
var follow_position: Vector2
match follow_mode:
FollowMode.GLUED:
follow_position = follow_target.global_position
FollowMode.SIMPLE:
follow_position = _target_position_with_offset()
FollowMode.GROUP:
if _has_multiple_follow_targets:
var rect: Rect2 = Rect2(_follow_targets[0].global_position, Vector2.ZERO)
for target in _follow_targets:
rect = rect.expand(target.global_position)
if auto_zoom:
rect = rect.grow_individual(
auto_zoom_margin.x,
auto_zoom_margin.y,
auto_zoom_margin.z,
auto_zoom_margin.w
)
var screen_size: Vector2 = get_viewport_rect().size
if rect.size.x > rect.size.y * screen_size.aspect():
zoom = clamp(screen_size.x / rect.size.x, auto_zoom_min, auto_zoom_max) * Vector2.ONE
else:
zoom = clamp(screen_size.y / rect.size.y, auto_zoom_min, auto_zoom_max) * Vector2.ONE
follow_position = rect.get_center()
else:
follow_position = follow_targets[_follow_targets_single_target_index].global_position
FollowMode.PATH:
var path_position: Vector2 = follow_path.global_position
follow_position = \
follow_path.curve.get_closest_point(
_target_position_with_offset() - path_position
) + path_position
FollowMode.FRAMED:
if not Engine.is_editor_hint():
viewport_position = (get_follow_target().get_global_transform_with_canvas().get_origin() + follow_offset) / get_viewport_rect().size
var framed_side_offset: Vector2 = _get_framed_side_offset()
if framed_side_offset != Vector2.ZERO:
var glo_pos: Vector2
var target_position: Vector2 = _target_position_with_offset() + _follow_framed_offset
if dead_zone_width == 0 || dead_zone_height == 0:
if dead_zone_width == 0 && dead_zone_height != 0:
follow_position = _target_position_with_offset()
elif dead_zone_width != 0 && dead_zone_height == 0:
glo_pos = _target_position_with_offset()
glo_pos.x += target_position.x - global_position.x
follow_position = glo_pos
else:
follow_position = _target_position_with_offset()
# If a horizontal dead zone is reached
if framed_side_offset.x != 0 and framed_side_offset.y == 0:
follow_position.y = _transform_output.origin.y
follow_position.x = target_position.x
_follow_framed_offset.y = global_position.y - _target_position_with_offset().y
dead_zone_reached.emit(Vector2(framed_side_offset.x, 0))
# If a vertical dead zone is reached
elif framed_side_offset.x == 0 and framed_side_offset.y != 0:
follow_position.x = _transform_output.origin.x
follow_position.y = target_position.y
_follow_framed_offset.x = global_position.x - _target_position_with_offset().x
dead_zone_reached.emit(Vector2(0, framed_side_offset.y))
# If a deadzone corner is reached
else:
follow_position = target_position
dead_zone_reached.emit(Vector2(framed_side_offset.x, framed_side_offset.y))
else:
_follow_framed_offset = _transform_output.origin - _target_position_with_offset()
return
else:
follow_position = _target_position_with_offset()
_interpolate_position(follow_position, delta)
func _set_follow_velocity(index: int, value: float):
_follow_velocity_ref[index] = value
func _interpolate_position(target_position: Vector2, delta: float) -> void:
if _limit_inactive_pcam and not _tween_skip:
target_position = _set_limit_clamp_position(target_position)
global_position = target_position
if follow_damping:
var output_position: Vector2
for i in 2:
output_position[i] = _smooth_damp(
global_position[i],
_transform_output.origin[i],
i,
_follow_velocity_ref[i],
_set_follow_velocity,
follow_damping_value[i],
delta
)
_transform_output = Transform2D(global_rotation, output_position)
else:
_transform_output = Transform2D(global_rotation, target_position)
func _smooth_damp(target_axis: float, self_axis: float, index: int, current_velocity: float, set_velocity: Callable, damping_time: float, delta: float) -> float:
damping_time = maxf(0.0001, damping_time)
var omega: float = 2 / damping_time
var x: float = omega * delta
var exponential: float = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x)
var diff: float = self_axis - target_axis
var _target_axis: float = target_axis
var max_change: float = INF * damping_time
diff = clampf(diff, -max_change, max_change)
target_axis = self_axis - diff
var temp: float = (current_velocity + omega * diff) * delta
set_velocity.call(index, (current_velocity - omega * temp) * exponential)
var output: float = target_axis + (diff + temp) * exponential
## To prevent overshooting
if (_target_axis - self_axis > 0.0) == (output > _target_axis):
output = _target_axis
set_velocity.call(index, (output - _target_axis) / delta)
return output
func _set_limit_clamp_position(value: Vector2) -> Vector2:
var camera_frame_rect_size: Vector2 = _camera_frame_rect().size
value.x = clampf(value.x, _limit_sides.x + camera_frame_rect_size.x / 2, _limit_sides.z - camera_frame_rect_size.x / 2)
value.y = clampf(value.y, _limit_sides.y + camera_frame_rect_size.y / 2, _limit_sides.w - camera_frame_rect_size.y / 2)
return value
func _draw() -> void:
if not Engine.is_editor_hint(): return
if frame_preview and not _is_active:
var screen_size_width: int = ProjectSettings.get_setting("display/window/size/viewport_width")
var screen_size_height: int = ProjectSettings.get_setting("display/window/size/viewport_height")
var screen_size_zoom: Vector2 = Vector2(screen_size_width / get_zoom().x, screen_size_height / get_zoom().y)
draw_rect(_camera_frame_rect(), Color("3ab99a"), false, 2)
func _camera_frame_rect() -> Rect2:
var screen_size_width: int = ProjectSettings.get_setting("display/window/size/viewport_width")
var screen_size_height: int = ProjectSettings.get_setting("display/window/size/viewport_height")
var screen_size_zoom: Vector2 = Vector2(screen_size_width / get_zoom().x, screen_size_height / get_zoom().y)
return Rect2(-screen_size_zoom / 2, screen_size_zoom)
func _on_tile_map_changed() -> void:
update_limit_all_sides()
func _target_position_with_offset() -> Vector2:
return follow_target.global_position + follow_offset
func _on_dead_zone_changed() -> void:
set_global_position( _target_position_with_offset() )
func _has_valid_pcam_owner() -> bool:
if not is_instance_valid(get_pcam_host_owner()): return false
if not is_instance_valid(get_pcam_host_owner().camera_2d): return false
return true
func _get_framed_side_offset() -> Vector2:
var frame_out_bounds: Vector2
if viewport_position.x < 0.5 - dead_zone_width / 2:
# Is outside left edge
frame_out_bounds.x = -1
if viewport_position.y < 0.5 - dead_zone_height / 2:
# Is outside top edge
frame_out_bounds.y = 1
if viewport_position.x > 0.5 + dead_zone_width / 2:
# Is outside right edge
frame_out_bounds.x = 1
if viewport_position.y > 0.5001 + dead_zone_height / 2: # 0.501 to resolve an issue where the bottom vertical Dead Zone never becoming 0 when the Dead Zone Vertical parameter is set to 0
# Is outside bottom edge
frame_out_bounds.y = -1
return frame_out_bounds
func _draw_camera_2d_limit() -> void:
if _has_valid_pcam_owner():
get_pcam_host_owner().camera_2d.set_limit_drawing_enabled(draw_limits)
func _check_limit_is_not_default() -> void:
if _limit_sides == _limit_sides_default:
_limit_inactive_pcam = false
else:
_limit_inactive_pcam = true
func _set_camera_2d_limit(side: int, limit: int) -> void:
if not _has_valid_pcam_owner(): return
if not _is_active: return
get_pcam_host_owner().camera_2d.set_limit(side, limit)
func _check_visibility() -> void:
if not is_instance_valid(pcam_host_owner): return
pcam_host_owner.refresh_pcam_list_priorty()
func _follow_target_tree_exiting(target: Node) -> void:
if target == follow_target:
_should_follow = false
if _follow_targets.has(target):
_follow_targets.erase(target)
func _should_follow_checker() -> void:
if follow_mode == FollowMode.NONE:
_should_follow = false
return
if not follow_mode == FollowMode.GROUP:
if is_instance_valid(follow_target):
_should_follow = true
else:
_should_follow = false
func _follow_targets_size_check() -> void:
var targets_size: int = 0
_follow_target_physics_based = false
_follow_targets = []
for i in follow_targets.size():
if follow_targets[i] == null: continue
if follow_targets[i].is_inside_tree():
_follow_targets.append(follow_targets[i])
targets_size += 1
_follow_targets_single_target_index = i
_check_physics_body(follow_targets[i])
if not follow_targets[i].tree_exiting.is_connected(_follow_target_tree_exiting):
follow_targets[i].tree_exiting.connect(_follow_target_tree_exiting.bind(follow_targets[i]))
match targets_size:
0:
_should_follow = false
_has_multiple_follow_targets = false
1:
_should_follow = true
_has_multiple_follow_targets = false
_:
_should_follow = true
_has_multiple_follow_targets = true
func _noise_emitted(emitter_noise_output: Transform2D, emitter_layer: int) -> void:
if noise_emitter_layer & emitter_layer != 0:
noise_emitted.emit(emitter_noise_output)
if not pcam_host_owner.camera_2d.ignore_rotation: return
if emitter_noise_output.get_rotation() != 0:
push_warning(pcam_host_owner.camera_2d.name, " has ignore_rotation enabled.")
func _set_layer(current_layers: int, layer_number: int, value: bool) -> int:
var mask: int = current_layers
# From https://github.com/godotengine/godot/blob/51991e20143a39e9ef0107163eaf283ca0a761ea/scene/3d/camera_3d.cpp#L638
if layer_number < 1 or layer_number > 20:
printerr("Render layer must be between 1 and 20.")
else:
if value:
mask |= 1 << (layer_number - 1)
else:
mask &= ~(1 << (layer_number - 1))
return mask
func _check_physics_body(target: Node2D) -> void:
if target is PhysicsBody2D:
## NOTE - Feature Toggle
if Engine.get_version_info().major == 4 and \
Engine.get_version_info().minor < 3:
if ProjectSettings.get_setting("phantom_camera/tips/show_jitter_tips"):
print_rich("Following a [b]PhysicsBody2D[/b] node will likely result in jitter - on lower physics ticks in particular.")
print_rich("If possible, will recommend upgrading to Godot 4.3, as it has built-in support for 2D Physics Interpolation, which will mitigate this issue.")
print_rich("Otherwise, try following the guide on the [url=https://phantom-camera.dev/support/faq#i-m-seeing-jitter-what-can-i-do]documentation site[/url] for better results.")
print_rich("This tip can be disabled from within [code]Project Settings / Phantom Camera / Tips / Show Jitter Tips[/code]")
return
## NOTE - Only supported in Godot 4.3 or above
elif not ProjectSettings.get_setting("physics/common/physics_interpolation") and ProjectSettings.get_setting("phantom_camera/tips/show_jitter_tips"):
printerr("Physics Interpolation is disabled in the Project Settings, recommend enabling it to smooth out physics-based camera movement")
print_rich("This tip can be disabled from within [code]Project Settings / Phantom Camera / Tips / Show Jitter Tips[/code]")
_follow_target_physics_based = true
else:
_is_parents_physics(target)
physics_target_changed.emit()
func _is_parents_physics(target: Node = self) -> void:
var current_node: Node = target
while current_node:
current_node = current_node.get_parent()
if not current_node is PhysicsBody2D: continue
_follow_target_physics_based = true
#endregion
#region Public Functions
## Updates the limit sides based what has been set to define it
## This should be automatic, but can be called manully if need be.
func update_limit_all_sides() -> void:
var limit_rect: Rect2
if not is_instance_valid(_limit_node):
_limit_sides.x = limit_left
_limit_sides.y = limit_top
_limit_sides.z = limit_right
_limit_sides.w = limit_bottom
elif _limit_node is TileMap or _limit_node.is_class("TileMapLayer"):
var tile_map := _limit_node
if not tile_map.tile_set: return # TODO: This should be removed once https://github.com/godotengine/godot/issues/96898 is resolved
var tile_map_size: Vector2 = Vector2(tile_map.get_used_rect().size) * Vector2(tile_map.tile_set.tile_size) * tile_map.get_scale()
var tile_map_position: Vector2 = tile_map.global_position + Vector2(tile_map.get_used_rect().position) * Vector2(tile_map.tile_set.tile_size) * tile_map.get_scale()
## Calculates the Rect2 based on the Tile Map position and size + margin
limit_rect = Rect2(
tile_map_position + Vector2(limit_margin.x, limit_margin.y),
tile_map_size - Vector2(limit_margin.x, limit_margin.y) - Vector2(limit_margin.z, limit_margin.w)
)
# Left
_limit_sides.x = roundi(limit_rect.position.x)
# Top
_limit_sides.y = roundi(limit_rect.position.y)
# Right
_limit_sides.z = roundi(limit_rect.position.x + limit_rect.size.x)
# Bottom
_limit_sides.w = roundi(limit_rect.position.y + limit_rect.size.y)
elif _limit_node is CollisionShape2D:
var collision_shape_2d: CollisionShape2D = _limit_node as CollisionShape2D
if not collision_shape_2d.get_shape(): return
var shape_2d: Shape2D = collision_shape_2d.get_shape()
var shape_2d_size: Vector2 = shape_2d.get_rect().size
var shape_2d_position: Vector2 = collision_shape_2d.global_position + Vector2(shape_2d.get_rect().position)
## Calculates the Rect2 based on the Tile Map position and size
limit_rect = Rect2(shape_2d_position, shape_2d_size)
## Calculates the Rect2 based on the Tile Map position and size + margin
limit_rect = Rect2(
limit_rect.position + Vector2(limit_margin.x, limit_margin.y),
limit_rect.size - Vector2(limit_margin.x, limit_margin.y) - Vector2(limit_margin.z, limit_margin.w)
)
# Left
_limit_sides.x = roundi(limit_rect.position.x)
# Top
_limit_sides.y = roundi(limit_rect.position.y)
# Right
_limit_sides.z = roundi(limit_rect.position.x + limit_rect.size.x)
# Bottom
_limit_sides.w = roundi(limit_rect.position.y + limit_rect.size.y)
_check_limit_is_not_default()
if _is_active and _has_valid_pcam_owner():
_set_camera_2d_limit(SIDE_LEFT, _limit_sides.x)
_set_camera_2d_limit(SIDE_TOP, _limit_sides.y)
_set_camera_2d_limit(SIDE_RIGHT, _limit_sides.z)
_set_camera_2d_limit(SIDE_BOTTOM, _limit_sides.w)
func reset_limit() -> void:
if not _has_valid_pcam_owner(): return
if not _is_active: return
get_pcam_host_owner().camera_2d.set_limit(SIDE_LEFT, _limit_sides_default.x)
get_pcam_host_owner().camera_2d.set_limit(SIDE_TOP, _limit_sides_default.y)
get_pcam_host_owner().camera_2d.set_limit(SIDE_RIGHT, _limit_sides_default.z)
get_pcam_host_owner().camera_2d.set_limit(SIDE_BOTTOM, _limit_sides_default.w)
## Assigns the value of the [param has_tweened] property.
## [b][color=yellow]Important:[/color][/b] This value can only be changed
## from the [PhantomCameraHost] script.
func set_tween_skip(caller: Node, value: bool) -> void:
if is_instance_of(caller, PhantomCameraHost):
_tween_skip = value
else:
printerr("Can only be called PhantomCameraHost class")
## Returns the current [param has_tweened] value.
func get_tween_skip() -> bool:
return _tween_skip
## Returns the [Transform3D] value based on the [member follow_mode] / [member look_at_mode] target value.
func get_transform_output() -> Transform2D:
return _transform_output
## Returns the noise [Transform3D] value.
func get_noise_transform() -> Transform2D:
return _transform_noise
## Emits a noise based on a custom [Transform2D] value.[br]
## Use this function if you wish to make use of external noise patterns from, for example, other addons.
func emit_noise(value: Transform2D) -> void:
noise_emitted.emit(value)
#endregion
#region Setter & Getter Functions
## Assigns the [param PhantomCamera2D] to a new [PhantomCameraHost].[br]
## [b][color=yellow]Important:[/color][/b] This is currently restricted to
## plugin internals. Proper support will be added in issue #26.
func set_pcam_host_owner(value: PhantomCameraHost) -> void:
pcam_host_owner = value
if is_instance_valid(pcam_host_owner):
pcam_host_owner.pcam_added_to_scene(self)
#if value.size() == 1:
# else:
# for camera_host in camera_host_group:
# print("Multiple PhantomCameraBases in scene")
# print(pcam_host_group)
# print(pcam.get_tree().get_nodes_in_group(PhantomCameraGroupNames.PHANTOM_CAMERA_HOST_GROUP_NAME))
# multiple_pcam_host_group.append(camera_host)
# return nullfunc assign_pcam_host() -> void:
## Gets the current [PhantomCameraHost] this [param PhantomCamera2D] is
## assigned to.
func get_pcam_host_owner() -> PhantomCameraHost:
return pcam_host_owner
## Assigns new Zoom value.
func set_zoom(value: Vector2) -> void:
zoom = value
queue_redraw()
## Gets current Zoom value.
func get_zoom() -> Vector2:
return zoom
## Assigns new Priority value.
func set_priority(value: int) -> void:
priority = abs(value)
if _has_valid_pcam_owner():
get_pcam_host_owner().pcam_priority_updated(self)
## Gets current Priority value.
func get_priority() -> int:
return priority
## Assigns a new PhantomCameraTween resource to the PhantomCamera2D
func set_tween_resource(value: PhantomCameraTween) -> void:
tween_resource = value
## Gets the PhantomCameraTween resource assigned to the PhantomCamera2D
## Returns null if there's nothing assigned to it.
func get_tween_resource() -> PhantomCameraTween:
return tween_resource
## Assigns a new [param Tween Duration] to the [member tween_resource] value.[br]
## The duration value is in seconds.
func set_tween_duration(value: float) -> void:
tween_resource.duration = value
## Gets the current [param Tween Duration] value inside the
## [member tween_resource].[br]
## The duration value is in seconds.
func get_tween_duration() -> float:
return tween_resource.duration
## Assigns a new [param Tween Transition] value inside the
## [member tween_resource].
func set_tween_transition(value: int) -> void:
tween_resource.transition = value
## Gets the current [param Tween Transition] value inside the
## [member tween_resource].
func get_tween_transition() -> int:
return tween_resource.transition
## Assigns a new [param Tween Ease] value inside the [member tween_resource].
func set_tween_ease(value: int) -> void:
tween_resource.ease = value
## Gets the current [param Tween Ease] value inside the [member tween_resource].
func get_tween_ease() -> int:
return tween_resource.ease
## Sets the [param PhantomCamera2D] active state.[br]
## [b][color=yellow]Important:[/color][/b] This value can only be changed
## from the [PhantomCameraHost] script.
func set_is_active(node, value) -> void:
if node is PhantomCameraHost:
_is_active = value
if value:
_should_follow_checker()
else:
printerr("PCams can only be set from the PhantomCameraHost")
## Gets current active state of the [param PhantomCamera2D].
## If it returns true, it means the [param PhantomCamera2D] is what the
## [param Camera2D] is currently following.
func is_active() -> bool:
return _is_active
## Enables or disables the [member tween_on_load].
func set_tween_on_load(value: bool) -> void:
tween_on_load = value
## Gets the current [member tween_on_load] value.
func get_tween_on_load() -> bool:
return tween_on_load
## Gets the current follow mode as an enum int based on [enum FollowMode].[br]
## [b]Note:[/b] Setting [enum FollowMode] purposely not added.
## A separate PCam should be used instead.
func get_follow_mode() -> int:
return follow_mode
## Assigns a new [Node2D] as the [member follow_target].
func set_follow_target(value: Node2D) -> void:
if follow_mode == FollowMode.NONE or follow_mode == FollowMode.GROUP: return
if follow_target == value: return
follow_target = value
_follow_target_physics_based = false
if is_instance_valid(value):
if follow_mode == FollowMode.PATH:
if is_instance_valid(follow_path):
_should_follow = true
else:
_should_follow = false
else:
_should_follow = true
_check_physics_body(value)
if not follow_target.tree_exiting.is_connected(_follow_target_tree_exiting):
follow_target.tree_exiting.connect(_follow_target_tree_exiting.bind(follow_target))
else:
_should_follow = false
follow_target_changed.emit()
notify_property_list_changed()
## Erases the current [member follow_target].
func erase_follow_target() -> void:
if follow_target == null: return
_should_follow = false
follow_target = null
_follow_target_physics_based = false
follow_target_changed.emit()
## Gets the current [member follow_target].
func get_follow_target() -> Node2D:
return follow_target
## Assigns a new [Path2D] to the [member follow_path].
func set_follow_path(value: Path2D) -> void:
follow_path = value
if is_instance_valid(follow_path):
_should_follow_checker()
else:
_should_follow = false
## Erases the current [Path2D] from the [member follow_path] property.
func erase_follow_path() -> void:
follow_path = null
## Gets the current [Path2D] from the [member follow_path].
func get_follow_path() -> Path2D:
return follow_path
## Assigns a new [param follow_targets] array value.
func set_follow_targets(value: Array[Node2D]) -> void:
if follow_mode != FollowMode.GROUP: return
if follow_targets == value: return
follow_targets = value
_follow_targets_size_check()
## Appends a single [Node2D] to [member follow_targets].
func append_follow_targets(value: Node2D) -> void:
if not is_instance_valid(value):
printerr(value, " is not a valid Node2D instance")
return
if not follow_targets.has(value):
follow_targets.append(value)
_follow_targets_size_check()
else:
printerr(value, " is already part of Follow Group")
## Adds an Array of type [Node2D] to [member follow_targets].
func append_follow_targets_array(value: Array[Node2D]) -> void:
for target in value:
if not is_instance_valid(target): continue
if not follow_targets.has(target):
follow_targets.append(target)
_follow_targets_size_check()
else:
printerr(value, " is already part of Follow Group")
## Removes a [Node2D] from [member follow_targets] array.
func erase_follow_targets(value: Node2D) -> void:
follow_targets.erase(value)
_follow_targets_size_check()
## Gets all [Node2D] from [member follow_targets] array.
func get_follow_targets() -> Array[Node2D]:
return follow_targets
## Assigns a new Vector2 for the Follow Target Offset property.
func set_follow_offset(value: Vector2) -> void:
follow_offset = value
## Gets the current Vector2 for the Follow Target Offset property.
func get_follow_offset() -> Vector2:
return follow_offset
## Enables or disables Follow Damping.
func set_follow_damping(value: bool) -> void:
follow_damping = value
notify_property_list_changed()
## Gets the current Follow Damping property.
func get_follow_damping() -> bool:
return follow_damping
## Assigns new Damping value.
func set_follow_damping_value(value: Vector2) -> void:
## TODO - Should be using @export_range once minimum version support is Godot 4.3
if value.x < 0: value.x = 0
elif value.y < 0: value.y = 0
follow_damping_value = value
## Gets the current Follow Damping value.
func get_follow_damping_value() -> Vector2:
return follow_damping_value
func set_lock_axis(value: FollowLockAxis) -> void:
follow_axis_lock = value
# Wait for the node to be ready before setting lock
if not is_node_ready(): await ready
# Prevent axis lock from working in the editor
if value != FollowLockAxis.NONE and not Engine.is_editor_hint():
_follow_axis_is_locked = true
match value:
FollowLockAxis.X:
_follow_axis_lock_value.x = _transform_output.origin.x
FollowLockAxis.Y:
_follow_axis_lock_value.y = _transform_output.origin.y
FollowLockAxis.XY:
_follow_axis_lock_value.x = _transform_output.origin.x
_follow_axis_lock_value.y = _transform_output.origin.y
else:
_follow_axis_is_locked = false
func get_lock_axis() -> FollowLockAxis:
return follow_axis_lock
## Enables or disables [member snap_to_pixel].
func set_snap_to_pixel(value: bool) -> void:
snap_to_pixel = value
## Gets the current [member snap_to_pixel] value.
func get_snap_to_pixel() -> bool:
return snap_to_pixel
## Enables or disables Auto zoom when using Group Follow.
func set_auto_zoom(value: bool) -> void:
auto_zoom = value
notify_property_list_changed()
## Gets Auto Zoom state.
func get_auto_zoom() -> bool:
return auto_zoom
## Assigns new Min Auto Zoom value.
func set_auto_zoom_min(value: float) -> void:
auto_zoom_min = value
## Gets Min Auto Zoom value.
func get_auto_zoom_min() -> float:
return auto_zoom_min
## Assigns new Max Auto Zoom value.
func set_auto_zoom_max(value: float) -> void:
auto_zoom_max = value
## Gets Max Auto Zoom value.
func get_auto_zoom_max() -> float:
return auto_zoom_max
## Assigns new Zoom Auto Margin value.
func set_auto_zoom_margin(value: Vector4) -> void:
auto_zoom_margin = value
## Gets Zoom Auto Margin value.
func get_auto_zoom_margin() -> Vector4:
return auto_zoom_margin
## Sets a limit side based on the side parameter.[br]
## It's recommended to pass the [enum Side] enum as the sid parameter.
func set_limit(side: int, value: int) -> void:
match side:
SIDE_LEFT: limit_left = value
SIDE_TOP: limit_top = value
SIDE_RIGHT: limit_right = value
SIDE_BOTTOM: limit_bottom = value
_: printerr("Not a valid Side.")
## Gets the limit side
func get_limit(value: int) -> int:
match value:
SIDE_LEFT: return limit_left
SIDE_TOP: return limit_top
SIDE_RIGHT: return limit_right
SIDE_BOTTOM: return limit_bottom
_:
printerr("Not a valid Side.")
return -1
## Assign a the Camera2D Left Limit Side value.
func set_limit_left(value: int) -> void:
_limit_target_exist_error()
limit_left = value
update_limit_all_sides()
## Gets the Camera2D Left Limit value.
func get_limit_left() -> int:
return limit_left
## Assign a the Camera2D Top Limit Side value.
func set_limit_top(value: int) -> void:
_limit_target_exist_error()
limit_top = value
update_limit_all_sides()
## Gets the Camera2D Top Limit value.
func get_limit_top() -> int:
return limit_top
## Assign a the Camera2D Right Limit Side value.
func set_limit_right(value: int) -> void:
_limit_target_exist_error()
limit_right = value
update_limit_all_sides()
## Gets the Camera2D Right Limit value.
func get_limit_right() -> int:
return limit_right
## Assign a the Camera2D Bottom Limit Side value.
func set_limit_bottom(value: int) -> void:
_limit_target_exist_error()
limit_bottom = value
update_limit_all_sides()
## Gets the Camera2D Bottom Limit value.
func get_limit_bottom() -> int:
return limit_bottom
func _limit_target_exist_error() -> void:
if not limit_target.is_empty():
printerr("Unable to set Limit Side due to Limit Target ", _limit_node.name, " being assigned")
# Sets a [memeber limit_target] node.
func set_limit_target(value: NodePath) -> void:
limit_target = value
# Waits for PCam2d's _ready() before trying to validate limit_node_path
if not is_node_ready(): await ready
# Removes signal from existing TileMap node
if is_instance_valid(get_node_or_null(value)):
var prev_limit_node: Node2D = _limit_node
var new_limit_node: Node2D = get_node(value)
if prev_limit_node:
if prev_limit_node is TileMap or prev_limit_node.is_class("TileMapLayer"):
if prev_limit_node.changed.is_connected(_on_tile_map_changed):
prev_limit_node.changed.disconnect(_on_tile_map_changed)
if new_limit_node is TileMap or new_limit_node.is_class("TileMapLayer"):
if not new_limit_node.changed.is_connected(_on_tile_map_changed):
new_limit_node.changed.connect(_on_tile_map_changed)
elif new_limit_node is CollisionShape2D:
var col_shape: CollisionShape2D = get_node(value)
if col_shape.shape == null:
printerr("No Shape2D in: ", col_shape.name)
reset_limit()
limit_target = ""
return
else:
printerr("Limit Target is not a TileMap, TileMapLayer or CollisionShape2D node")
return
elif value == NodePath(""):
reset_limit()
limit_target = ""
else:
printerr("Limit Target cannot be found")
return
_limit_node = get_node_or_null(value)
notify_property_list_changed()
update_limit_all_sides()
## Get [member limit_target] node.
func get_limit_target() -> NodePath:
if not limit_target: # TODO - Fixes an spam error if if limit_taret is empty
return NodePath("")
else:
return limit_target
## Set Tile Map Limit Margin.
func set_limit_margin(value: Vector4i) -> void:
limit_margin = value
update_limit_all_sides()
## Get Tile Map Limit Margin.
func get_limit_margin() -> Vector4i:
return limit_margin
### Enables or disables the Limit Smoothing beaviour.
#func set_limit_smoothing(value: bool) -> void:
#limit_smoothed = value
#if is_active() and _has_valid_pcam_owner():
#get_pcam_host_owner().camera_2d.reset_smoothing()
### Returns the Limit Smoothing beaviour.
#func get_limit_smoothing() -> bool:
#return limit_smoothed
## Sets a [PhantomCameraNoise2D] resource.
func set_noise(value: PhantomCameraNoise2D) -> void:
noise = value
if value != null:
_has_noise_resource = true
noise.set_trauma(1)
else:
_has_noise_resource = false
_transform_noise = Transform2D()
## Returns the [PhantomCameraNoise2D] resource.
func get_noise() -> PhantomCameraNoise2D:
return noise
## Sets the [member noise_emitter_layer] value.
func set_noise_emitter_layer(value: int) -> void:
noise_emitter_layer = value
## Enables or disables a given layer of the [member noise_emitter_layer] value.
func set_noise_emitter_layer_value(value: int, enabled: bool) -> void:
noise_emitter_layer = _set_layer(noise_emitter_layer, value, enabled)
## Returns the [member noise_emitter_layer]
func get_noise_emitter_layer() -> int:
return noise_emitter_layer
## Sets [member inactive_update_mode] property.
func set_inactive_update_mode(value: int) -> void:
inactive_update_mode = value
## Gets [enum InactiveUpdateMode] value.
func get_inactive_update_mode() -> int:
return inactive_update_mode
func get_follow_target_physics_based() -> bool:
return _follow_target_physics_based
func get_class() -> String:
return "PhantomCamera2D"
func is_class(value) -> bool:
return value == "PhantomCamera2D"
#endregion