fixed camera lock bug and item steps are mostly working

This commit is contained in:
derek
2024-10-02 10:11:01 -05:00
parent 3a450169c0
commit f021e3cea4
5 changed files with 7 additions and 23 deletions

View File

@@ -75,8 +75,3 @@ attenuation_model = 1
autoplay = true
[node name="Timer" type="Timer" parent="."]
[node name="PickupTimer" type="Timer" parent="."]
wait_time = 3.0
[connection signal="timeout" from="PickupTimer" to="." method="_on_pickup_timer_timeout"]

View File

@@ -125,6 +125,3 @@ collision_mask = 16
shape = SubResource("CapsuleShape3D_ms2qn")
[node name="Timer" type="Timer" parent="."]
[node name="PickupTimer" type="Timer" parent="."]
wait_time = 3.0

View File

@@ -78,10 +78,6 @@ shape = SubResource("CapsuleShape3D_om0ey")
[node name="Timer" type="Timer" parent="."]
[node name="PickupTimer" type="Timer" parent="."]
wait_time = 3.0
one_shot = true
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="area_entered" from="Area3D" to="." method="_on_area_3d_area_entered"]
[connection signal="body_entered" from="Area3D" to="." method="_on_area_3d_body_entered"]

View File

@@ -32,13 +32,10 @@ func _physics_process(delta):
position = lerp(position, player.item_holder.global_position, 25 * delta)
if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
await get_tree().create_timer(3).timeout
pick_up = true
if pick_up:
position = lerp(position, player.camera.global_position, 5 * delta)
if abs(global_position - player.camera.global_position) < Vector3(.5,.5,.5):
pickupable = true
await get_tree().create_timer(2).timeout
position = lerp(position, player.camera.global_position, .01 * delta)
await get_tree().create_timer(.01).timeout
picked_up()
func picked_up():

View File

@@ -109,14 +109,13 @@ func _ready():
if AUDIO == false:
AudioServer.set_bus_volume_db(0,-80)
func _unhandled_input(event) -> void:
func _input(event) -> void:
if event is InputEventMouseMotion:
self.rotate_y(-event.relative.x * SENSITIVITY)
head.rotate_x(-event.relative.y * SENSITIVITY)
head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(85))
mouse_input = event.relative
func _physics_process(delta):
if !dead:
@@ -306,7 +305,7 @@ func ladder_collide(is_climbing):
func _on_pick_up_magnet_body_entered(body):
if body.is_in_group("pickup") and body.is_in_group("magnet"):
body.player_follow = self
#body.collision_shape.disabled = true
body.collision_shape.disabled = true
func weapon_tilt(input_x, delta):
if weapon_holder: