Fix some control issues
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@@ -102,6 +102,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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private bool _healthTimerActive = true;
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private bool _debugSprint = false;
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private float _knockbackStrength = 0.0f;
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private Vector3 _knockbackDirection = Vector3.Zero;
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@@ -242,9 +244,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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if (@event.IsActionPressed(GameInputs.Attack))
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Attack();
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if (@event.IsActionPressed(GameInputs.Sprint))
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Settings.MoveSpeed *= 2;
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if (@event.IsActionReleased(GameInputs.Sprint))
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Settings.MoveSpeed /= 2;
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_debugSprint = true;
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else if (@event.IsActionReleased(GameInputs.Sprint))
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_debugSprint = false;
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}
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public void PlayTestAnimation()
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@@ -350,6 +352,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
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var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
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var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
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if (_debugSprint)
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velocity *= 2;
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_knockbackStrength *= 0.9f;
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Transform = Transform with { Basis = transform.Basis };
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Velocity = velocity + (_knockbackDirection * _knockbackStrength);
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@@ -60,12 +60,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
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private IItemSlot _currentlySelectedItem = null;
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private bool _enableMenuSound = false;
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public override void _EnterTree()
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{
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SetProcessInput(false);
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SetProcessUnhandledInput(false);
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}
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public void OnResolved()
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{
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ItemSlots = [ItemSlot1, ItemSlot2, ItemSlot3, ItemSlot4, ItemSlot5, ItemSlot6, ItemSlot7, ItemSlot8, ItemSlot9, ItemSlot10, ItemSlot11, ItemSlot12, ItemSlot13, ItemSlot14, ItemSlot15, ItemSlot16, ItemSlot17, ItemSlot18, ItemSlot19, ItemSlot20];
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@@ -93,6 +87,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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DropButton.FocusEntered += ActionButtonFocusChanged;
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VisibilityChanged += InventoryMenu_VisibilityChanged;
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SetProcessUnhandledInput(false);
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}
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private void ActionButtonFocusChanged()
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@@ -62,12 +62,6 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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ExitButton.Pressed += ExitButton_Pressed;
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}
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public override void _Input(InputEvent @event)
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{
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if (_fadingIn)
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GetViewport().SetInputAsHandled();
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}
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private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = _map.CurrentFloorNumber.Value.ToString("D2");
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private void EquipmentComponent_EquipmentChanged(EquipableItem obj)
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