diff --git a/src/player.cs b/src/player.cs index 53a7f92..9515df2 100644 --- a/src/player.cs +++ b/src/player.cs @@ -14,13 +14,13 @@ public partial class player : CharacterBody3D public override void _Process(double delta) { - //uncapturing the mouse disables player movement but still simulates gravity + //uncapturing the mouse disables PC movement but still simulates gravity if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible; if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured; /**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway maybe rotate extra collisions separately for invisible lag that may occur**/ - if (direction != Vector3.Zero) + if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode) { Vector3 bodyRotation = GetNode("collision/body").Rotation; bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed); @@ -33,7 +33,6 @@ public partial class player : CharacterBody3D Vector3 camRot = GetNode("camera_center").RotationDegrees; camRot.y -= gpCamVector.x * camSensitivity * 500 * (float)delta; camRot.x -= gpCamVector.y * camSensitivity * 500 * (float)delta; - GD.Print(gpCamVector); camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player GetNode("camera_center").RotationDegrees = camRot; } @@ -50,7 +49,7 @@ public partial class player : CharacterBody3D Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward"); direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation - if (direction != Vector3.Zero) + if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode) { velocity.x = direction.x * speed; velocity.z = direction.z * speed;