update strafe action if keyboard is used in same time with mouse left button
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parent
2eb384b920
commit
824455501b
1 changed files with 10 additions and 11 deletions
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@ -42,7 +42,7 @@ func _input(event):
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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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camera_rotate_y -= event.relative.x *0.01
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camera_rotate_y -= event.relative.x *0.01
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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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@ -55,6 +55,8 @@ func _input(event):
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func _physics_process(delta):
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func _physics_process(delta):
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var input_dir: Vector2
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# Add the gravity.
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# Add the gravity.
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if not is_on_floor():
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if not is_on_floor():
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motion_velocity.y -= gravity * delta
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motion_velocity.y -= gravity * delta
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@ -63,11 +65,14 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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motion_velocity.y = JUMP_FORCE
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motion_velocity.y = JUMP_FORCE
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if not Input.is_action_pressed( "ui_strafe" ):
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# Get the input direction and handle the movement/deceleration.
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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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else: # if not Input.is_action_pressed( "ui_strafe" ):
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var y = 0
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var y = 0
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if Input.is_action_pressed("ui_right"):
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if Input.is_action_pressed("ui_right") and not Input.is_action_pressed("ui_strafe_right"):
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y -= 1
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y -= 1
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if Input.is_action_pressed("ui_left"):
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if Input.is_action_pressed("ui_left") and not Input.is_action_pressed("ui_strafe_left"):
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y += 1
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y += 1
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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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@ -77,14 +82,8 @@ func _physics_process(delta):
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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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$camera_root/horizontal_root.rotate_y( dt )
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$camera_root/horizontal_root.rotate_y( dt )
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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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var input_dir: Vector2
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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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else:
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input_dir = Input.get_vector("ui_strafe_right", "ui_strafe_left", "ui_down", "ui_up")
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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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