disable move or mouse on screen when menu is visible
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9a2a797ee3
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a94095128e
8 changed files with 26 additions and 8 deletions
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@ -47,8 +47,10 @@ func _physics_process(_delta):
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set("parameters/VelocityDirection/crouching/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
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set("parameters/VelocityDirection/crouching/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
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#On Stopped
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#On Stopped
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if !(Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT")) and (Input.is_action_just_released("INPUT_ACTION_RIGHT") || Input.is_action_just_released("INPUT_ACTION_BACK") || Input.is_action_just_released("INPUT_ACTION_LEFT") || Input.is_action_just_released("INPUT_ACTION_FORWARD")):
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if Common.is_menu_visible():
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var seek_time = get_node(anim_player).get_animation(tree_root.get_node("VelocityDirection").get_node("standing").get_node("Stopping").get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.direction)
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set("parameters/VelocityDirection/standing/Stopping/StopSeek/seek_position",seek_time)
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elif !(Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT")) and (Input.is_action_just_released("INPUT_ACTION_RIGHT") || Input.is_action_just_released("INPUT_ACTION_BACK") || Input.is_action_just_released("INPUT_ACTION_LEFT") || Input.is_action_just_released("INPUT_ACTION_FORWARD")):
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var seek_time = get_node(anim_player).get_animation(tree_root.get_node("VelocityDirection").get_node("standing").get_node("Stopping").get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.direction)
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var seek_time = get_node(anim_player).get_animation(tree_root.get_node("VelocityDirection").get_node("standing").get_node("Stopping").get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.direction)
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set("parameters/VelocityDirection/standing/Stopping/StopSeek/seek_position",seek_time)
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set("parameters/VelocityDirection/standing/Stopping/StopSeek/seek_position",seek_time)
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set("parameters/VelocityDirection/standing/conditions/stop",!movement_script.input_is_moving)
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set("parameters/VelocityDirection/standing/conditions/stop",!movement_script.input_is_moving)
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@ -68,6 +68,8 @@ func _ready():
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func _input(event):
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func _input(event):
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if Common.is_menu_visible():
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return
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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camera_h += -event.relative.x * mouse_sensitvity
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camera_h += -event.relative.x * mouse_sensitvity
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camera_v += -event.relative.y * mouse_sensitvity
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camera_v += -event.relative.y * mouse_sensitvity
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@ -375,8 +375,6 @@ func _ready():
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update_character_movement()
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update_character_movement()
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var pose_warping_instance = pose_warping.new()
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var pose_warping_instance = pose_warping.new()
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func _process(delta):
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func _process(delta):
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calc_animation_data()
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calc_animation_data()
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var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving
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var orientation_warping_condition = rotation_mode != Global.rotation_mode.velocity_direction and movement_state == Global.movement_state.grounded and movement_action == Global.movement_action.none and gait != Global.gait.sprinting and input_is_moving
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pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
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pose_warping_instance.orientation_warping( orientation_warping_condition,camera_root.HObject,animation_velocity,skeleton_ref,"Hips",["Spine","Spine1","Spine2"],0.0,delta)
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@ -36,6 +36,9 @@ func _physics_process(delta):
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h_rotation = camera_root.HObject.transform.basis.get_euler().y
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h_rotation = camera_root.HObject.transform.basis.get_euler().y
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# v_rotation = camera_root.VObject.transform.basis.get_euler().x
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# v_rotation = camera_root.VObject.transform.basis.get_euler().x
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if Common.is_menu_visible():
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add_movement_input(direction,0,deacceleration)
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return
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if Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
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if Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT") :
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direction = Vector3(Input.get_action_strength("INPUT_ACTION_RIGHT") - Input.get_action_strength("INPUT_ACTION_LEFT"),
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direction = Vector3(Input.get_action_strength("INPUT_ACTION_RIGHT") - Input.get_action_strength("INPUT_ACTION_LEFT"),
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0.0 if is_flying == true else 0.0,
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0.0 if is_flying == true else 0.0,
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@ -123,6 +126,8 @@ func _physics_process(delta):
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var view_changed_recently = false
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var view_changed_recently = false
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func _input(event):
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func _input(event):
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if Common.is_menu_visible():
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return
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#------------------ Motion Warping test------------------#
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#------------------ Motion Warping test------------------#
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if event.is_action_pressed("INPUT_ACTION_FIRE"):
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if event.is_action_pressed("INPUT_ACTION_FIRE"):
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anim_ref.active = false
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anim_ref.active = false
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File diff suppressed because one or more lines are too long
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@ -41,6 +41,9 @@ func _input(_event:InputEvent):
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if $Menu.visible:
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if $Menu.visible:
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# Force focus on Keys
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# Force focus on Keys
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$Menu/About.grab_focus()
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$Menu/About.grab_focus()
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Common.set_menu_visible(true)
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else:
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Common.set_menu_visible(false)
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# elif $Menu.visible:
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# elif $Menu.visible:
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# if _event.is_action_pressed("INPUT_ACTION_RIGHT"):
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# if _event.is_action_pressed("INPUT_ACTION_RIGHT"):
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# print("INPUT_ACTION_RIGHT 2")
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# print("INPUT_ACTION_RIGHT 2")
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@ -99,8 +99,6 @@ visible = false
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[node name="MenuControl" parent="." instance=ExtResource("3_08xl7")]
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[node name="MenuControl" parent="." instance=ExtResource("3_08xl7")]
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layout_mode = 1
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layout_mode = 1
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grow_horizontal = 2
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grow_vertical = 2
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[node name="MenuTheme" parent="." instance=ExtResource("4_1poje")]
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[node name="MenuTheme" parent="." instance=ExtResource("4_1poje")]
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visible = false
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visible = false
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@ -15,11 +15,21 @@ var factor_camera_verticale_joypad:float = 2.0
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var factor_player_horizontale_joypad:float = 2.0
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var factor_player_horizontale_joypad:float = 2.0
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var factor_player_verticale_joypad:float = 2.0
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var factor_player_verticale_joypad:float = 2.0
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var menu_visible:bool = false
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func _ready():
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func _ready():
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randomize()
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randomize()
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func is_menu_visible() -> bool:
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return menu_visible
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func set_menu_visible(state:bool):
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menu_visible = state
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func get_time_text() -> String:
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func get_time_text() -> String:
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var time = Time.get_datetime_dict_from_system()
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var time = Time.get_datetime_dict_from_system()
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return "%s/%02d/%02d %02d:%02d:%02d" % [
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return "%s/%02d/%02d %02d:%02d:%02d" % [
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