improved mouse uncapture

This commit is contained in:
2022-12-05 22:12:28 +01:00
parent 8ae11cb03d
commit 31826e2e7e

View File

@@ -25,8 +25,8 @@ public partial class player : CharacterBody3D
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible; if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//has to be disabled when the game has a pause menu if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
if (Input.IsActionJustPressed("move_forward")) if (Input.IsActionJustPressed("move_forward") && Input.MouseMode == Input.MouseModeEnum.Captured)
{ {
playerResetPosition = Rotation; playerResetPosition = Rotation;
camPosition = cameraCenter.Rotation; camPosition = cameraCenter.Rotation;
@@ -42,7 +42,7 @@ public partial class player : CharacterBody3D
if (!IsOnFloor()) if (!IsOnFloor())
velocity.y -= gravity * (float)delta; velocity.y -= gravity * (float)delta;
if (Input.IsActionJustPressed("move_jump") && IsOnFloor()) if (Input.IsActionJustPressed("move_jump" ) && Input.MouseMode == Input.MouseModeEnum.Captured && IsOnFloor())
velocity.y = JumpVelocity; velocity.y = JumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward"); Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
@@ -57,8 +57,10 @@ public partial class player : CharacterBody3D
velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
} }
if(Input.MouseMode == Input.MouseModeEnum.Captured)
Velocity = velocity; {
Velocity = velocity;
}
MoveAndSlide(); MoveAndSlide();
} }
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)