fixed camera lock bug and item steps are mostly working
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@@ -75,8 +75,3 @@ attenuation_model = 1
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autoplay = true
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autoplay = true
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[node name="Timer" type="Timer" parent="."]
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[node name="Timer" type="Timer" parent="."]
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[node name="PickupTimer" type="Timer" parent="."]
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wait_time = 3.0
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[connection signal="timeout" from="PickupTimer" to="." method="_on_pickup_timer_timeout"]
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@@ -125,6 +125,3 @@ collision_mask = 16
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shape = SubResource("CapsuleShape3D_ms2qn")
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shape = SubResource("CapsuleShape3D_ms2qn")
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[node name="Timer" type="Timer" parent="."]
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[node name="Timer" type="Timer" parent="."]
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[node name="PickupTimer" type="Timer" parent="."]
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wait_time = 3.0
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@@ -78,10 +78,6 @@ shape = SubResource("CapsuleShape3D_om0ey")
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[node name="Timer" type="Timer" parent="."]
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[node name="Timer" type="Timer" parent="."]
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[node name="PickupTimer" type="Timer" parent="."]
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wait_time = 3.0
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one_shot = true
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="area_entered" from="Area3D" to="." method="_on_area_3d_area_entered"]
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[connection signal="area_entered" from="Area3D" to="." method="_on_area_3d_area_entered"]
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[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]
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[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]
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@@ -32,13 +32,10 @@ func _physics_process(delta):
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position = lerp(position, player.item_holder.global_position, 25 * delta)
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position = lerp(position, player.item_holder.global_position, 25 * delta)
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if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
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if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
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await get_tree().create_timer(3).timeout
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await get_tree().create_timer(2).timeout
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pick_up = true
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position = lerp(position, player.camera.global_position, .01 * delta)
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await get_tree().create_timer(.01).timeout
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if pick_up:
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picked_up()
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position = lerp(position, player.camera.global_position, 5 * delta)
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if abs(global_position - player.camera.global_position) < Vector3(.5,.5,.5):
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pickupable = true
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func picked_up():
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func picked_up():
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@@ -109,14 +109,13 @@ func _ready():
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if AUDIO == false:
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if AUDIO == false:
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AudioServer.set_bus_volume_db(0,-80)
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AudioServer.set_bus_volume_db(0,-80)
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func _unhandled_input(event) -> void:
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func _input(event) -> void:
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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self.rotate_y(-event.relative.x * SENSITIVITY)
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self.rotate_y(-event.relative.x * SENSITIVITY)
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head.rotate_x(-event.relative.y * SENSITIVITY)
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head.rotate_x(-event.relative.y * SENSITIVITY)
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head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(85))
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head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(85))
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mouse_input = event.relative
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mouse_input = event.relative
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func _physics_process(delta):
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func _physics_process(delta):
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if !dead:
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if !dead:
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@@ -306,7 +305,7 @@ func ladder_collide(is_climbing):
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func _on_pick_up_magnet_body_entered(body):
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func _on_pick_up_magnet_body_entered(body):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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body.player_follow = self
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body.player_follow = self
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#body.collision_shape.disabled = true
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body.collision_shape.disabled = true
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func weapon_tilt(input_x, delta):
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func weapon_tilt(input_x, delta):
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if weapon_holder:
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if weapon_holder:
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