correct issue rotate after multi loop
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553741deef
commit
2eb384b920
1 changed files with 17 additions and 4 deletions
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@ -13,6 +13,7 @@ var speed_rotate_1sec = PI
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var max_angle = PI / 2
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var max_angle = PI / 2
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const TWO_PI = 2.0 * PI
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const TWO_PI = 2.0 * PI
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const PI_2 = PI / 2.0
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const PI_2 = PI / 2.0
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var debug:bool = false
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func _init():
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func _init():
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@ -31,6 +32,12 @@ func _input(event):
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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elif Input.is_action_just_released ( "ui_strafe" ):
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elif Input.is_action_just_released ( "ui_strafe" ):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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if Input.is_action_just_released("ui_cut"):
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print("debug on")
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debug = true
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if Input.is_action_just_released("ui_copy"):
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print("debug off")
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debug = false
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if Input.is_mouse_button_pressed( 2 ):
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if Input.is_mouse_button_pressed( 2 ):
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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@ -65,7 +72,7 @@ func _physics_process(delta):
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if y != 0:
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if y != 0:
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var dt = y * delta * speed_rotate_1sec
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var dt = y * delta * speed_rotate_1sec
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camera_rotate_y += dt
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camera_rotate_y += dt
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if camera_rotate_y >= PI:
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if camera_rotate_y > PI:
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camera_rotate_y -= TWO_PI
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camera_rotate_y -= TWO_PI
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elif camera_rotate_y <= -PI:
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elif camera_rotate_y <= -PI:
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camera_rotate_y += TWO_PI
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camera_rotate_y += TWO_PI
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@ -73,9 +80,11 @@ func _physics_process(delta):
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up")
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var input_dir: Vector2
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if Input.is_action_pressed("ui_strafe"):
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if Input.is_action_pressed("ui_strafe"):
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input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
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input_dir = Input.get_vector("ui_right", "ui_left", "ui_down", "ui_up")
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else:
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input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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if direction:
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motion_velocity.x = direction.x * SPEED
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motion_velocity.x = direction.x * SPEED
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@ -87,6 +96,8 @@ func _physics_process(delta):
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move_and_slide()
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move_and_slide()
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func _process( delta ):
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func _process( delta ):
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if debug:
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print(camera_rotate_y,", ", player_rotate_y)
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var diff = camera_rotate_y - player_rotate_y
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var diff = camera_rotate_y - player_rotate_y
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if diff > PI:
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if diff > PI:
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@ -101,7 +112,6 @@ func _process( delta ):
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if absdiff <= 0.5 * delta:
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if absdiff <= 0.5 * delta:
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rotate_y( diff )
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rotate_y( diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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# $Mesh/character.rotate_y( diff )
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player_rotate_y = camera_rotate_y
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player_rotate_y = camera_rotate_y
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else:
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else:
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if diff >= 0.0:
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if diff >= 0.0:
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@ -110,5 +120,8 @@ func _process( delta ):
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diff = -delta * speed_rotate_1sec
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diff = -delta * speed_rotate_1sec
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rotate_y( diff )
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rotate_y( diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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$camera_root/horizontal_root.rotate_y( -diff )
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#$Mesh/character.rotate_y( diff )
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player_rotate_y += diff
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player_rotate_y += diff
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if player_rotate_y > PI:
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player_rotate_y -= TWO_PI
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elif player_rotate_y <= -PI:
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player_rotate_y += TWO_PI
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