extends Camera3D @export var height: float = 28.0 @export var horizontal_distance: float = 28.0 @export var horizontal_angle_deg: float = 45.0 # --- PERSPECTIVE ZOOM SETTINGS --- @export var fov_min: float = 15.0 # Maximum zoom in (narrow FOV) @export var fov_max: float = 60.0 # Maximum zoom out (wide FOV) @export var default_fov: float = 35.0 # --- TILT-SHIFT DOF SETTINGS --- @export var focus_slice_thickness: float = 2.0 # Total thickness (in meters) of what stays sharp @export var blur_transition: float = 2.0 # How fast it transitions into full blur const _FLASH_DURATION: float = 0.30 var _shake_amount: float = 0.0 var _shake_decay: float = 0.0 var _flash_timer: float = 0.0 var _flash_rect: ColorRect = null var _target_fov: float = 0.0 func _ready() -> void: set_as_top_level(true) projection = PROJECTION_PERSPECTIVE # Changed to perspective _target_fov = default_fov fov = default_fov near = 0.1 far = 150.0 # Tight far plane to ensure depth buffer precision for DoF _setup_flash() func _setup_flash() -> void: var canvas := CanvasLayer.new() canvas.layer = 20 add_child(canvas) _flash_rect = ColorRect.new() _flash_rect.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) _flash_rect.color = Color(1.0, 0.25, 0.2, 0.0) _flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE canvas.add_child(_flash_rect) func _unhandled_input(event: InputEvent) -> void: # Zoom inputs now scale the Field of View (FOV) if event.is_action_pressed("zoom_in"): _target_fov = clamp(_target_fov / 1.2, fov_min, fov_max) if event.is_action_pressed("zoom_out"): _target_fov = clamp(_target_fov * 1.2, fov_min, fov_max) func _process(delta: float) -> void: fov = lerpf(fov, _target_fov, delta * 10.0) var angle_rad := deg_to_rad(horizontal_angle_deg) var offset := Vector3( sin(angle_rad) * horizontal_distance, height, cos(angle_rad) * horizontal_distance, ) var target := get_parent() as Node3D global_position = target.global_position + offset look_at(target.global_position, Vector3.UP) # --- DYNAMIC TILT SHIFT CALCULATION --- _update_tilt_shift_dof(target.global_position) if _shake_amount > 0.005: global_position += Vector3( randf_range(-_shake_amount, _shake_amount), randf_range(-_shake_amount * 0.25, _shake_amount * 0.25), randf_range(-_shake_amount, _shake_amount), ) _shake_amount = move_toward(_shake_amount, 0.0, _shake_decay * delta) if _flash_timer > 0.0: _flash_timer = maxf(0.0, _flash_timer - delta) _flash_rect.color.a = (_flash_timer / _FLASH_DURATION) * 0.6 else: _flash_rect.color.a = 0.0 func trigger_hit(strength: float) -> void: _shake_amount = strength * 0.5 _shake_decay = _shake_amount / 0.4 _flash_timer = _FLASH_DURATION func _update_tilt_shift_dof(target_pos: Vector3) -> void: # Make sure the camera has a practical attributes resource assigned var cam_attr: CameraAttributesPractical = null if "attributes" in self and self.attributes is CameraAttributesPractical: cam_attr = self.attributes elif "camera_attributes" in self and self.camera_attributes is CameraAttributesPractical: cam_attr = self.camera_attributes if cam_attr != null: # 1. Find exact distance from camera lens to your target var target_distance := global_position.distance_to(target_pos) # 2. Scale the focus depth based on FOV zoom level so the blur stays consistent var zoom_factor := default_fov / fov var dynamic_slice := focus_slice_thickness * zoom_factor var dynamic_transition := blur_transition * zoom_factor # 3. Apply the sharp "slice" directly around the target distance cam_attr.dof_blur_far_distance = target_distance + (dynamic_slice * 0.5) cam_attr.dof_blur_near_distance = target_distance - (dynamic_slice * 0.5) # 4. Apply transitions and force execution cam_attr.dof_blur_far_transition = dynamic_transition cam_attr.dof_blur_near_transition = dynamic_transition cam_attr.dof_blur_far_enabled = true cam_attr.dof_blur_near_enabled = true