class_name FollowCamera extends Camera3D const ROTATE_SPEED: float = 1.5 const ROTATE_WEIGHT: float = 8.0 const LOOK_WEIGHT: float = 8.0 const MOVE_WEIGHT: float = 2.0 @export var target: Node3D var angle_target: float = 0 var angle: float = 0 var ground: Vector3 func _ready(): if target == null: push_warning("target is not set") else: ground = target.position func _process(delta): if target != null: follow(delta) func follow(delta): var new_transform = transform.looking_at(target.position) transform.basis = transform.basis.from_euler(Vector3( lerp_angle(transform.basis.get_euler().x, new_transform.basis.get_euler().x, delta * LOOK_WEIGHT), lerp_angle(transform.basis.get_euler().y, new_transform.basis.get_euler().y, delta * LOOK_WEIGHT), lerp_angle(transform.basis.get_euler().z, new_transform.basis.get_euler().z, delta * LOOK_WEIGHT) )) angle_target += Input.get_axis("rotate_left", "rotate_right") * ROTATE_SPEED * delta angle = lerp_angle(angle, angle_target, delta * ROTATE_WEIGHT) ground = ground.lerp(target.position, delta * MOVE_WEIGHT) position = ground + Vector3(0, 7.5, 7.5).rotated(Vector3.UP, angle)