extends Node3D @export var target: Node3D @export var follow_offset := Vector3(0, 10, 8) @export var follow_speed := 12.0 @export var mouse_sensitivity := 0.002 @export var deadzone_right := 3.0 @export var deadzone_forward := 3.0 var yaw := 0.0 var focus_position := Vector3.ZERO func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) if target: focus_position = target.global_position global_position = focus_position + follow_offset func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: yaw -= event.relative.x * mouse_sensitivity if event.is_action_pressed("ui_cancel"): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) func _physics_process(delta: float) -> void: if target == null: return rotation = Vector3(deg_to_rad(-55), yaw, 0) var target_pos := target.global_position var diff := target_pos - focus_position # Camera-relative horizontal axes var cam_right := Vector3.RIGHT.rotated(Vector3.UP, yaw).normalized() var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, yaw).normalized() var diff_right := diff.dot(cam_right) var diff_forward := diff.dot(cam_forward) if abs(diff_right) > deadzone_right: focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right) if abs(diff_forward) > deadzone_forward: focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward) var rotated_offset := follow_offset.rotated(Vector3.UP, yaw) var desired_position := focus_position + rotated_offset global_position = global_position.lerp( desired_position, 1.0 - exp(-follow_speed * delta) )