Closed HunterwolfAT closed 6 years ago
I will rebase the branch on master and then create another PR
I can't seem to make rebasing work. Well.
The files I affected were CameraController.cpp, CameraController.h, Dialogmanager.cpp and PlayerController.cpp around line 1010.
I will try again with rebasing tomorrow, otherwise feel free to look at the feature and the code!
Looks good to me!
Now I created a clean branch with just the changes, which can be found at #359
Defined camera transformations (shot types) and a state machine to decide between them during dialogs with NPCs.
There are 4 shot types:
Close up shot
In order to keep shot progression feeling natural, Full and Over the shoulder shots should be used a couple times before opening up the chance to move on to Neutral and Close Up shots. Furthermore, the camera should only push further in and not back out once it progressed to at least a Neutral shot.
Dialog shot progression therefore respects the following rules:
A Close up can only be followed by a Close up
Regarding the PC_Hero the following extra rules apply:
On a more personal note: Unfortunately I had to bail from working on this wonderful project and can't tell when I might able to return. So I thought I should just create this pull request, since it works well despite being quite basic still. I would have liked to figure out how to keep the camera from clipping through walls (even though that is a rare event anyway) and to emulate the original behaviour more closely (like, talking to Lord Hagen flips the camera depending on which side of his you are standing on when speaking to him).
Feedback is still massively appreciated! I will read it all and still try to fix bugs and make reasonable improvements. Thank you for your time :smiley: