idk anymore
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@@ -6,25 +6,25 @@ class_name GravityGunLayer
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@export var player: Player
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var collider: RigidBody3D
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var spring_length_cap: float
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@export_range(1.5,10) var spring_length_cap: float = 10
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func _on_visibility_changed() -> void:
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set_physics_process(visible) # Deaktiviert die Schleife unten wenn die Gun unsichtbar ist.
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func _ready() -> void:
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# Führt sie auch am Anfang aus wenn sich die visibility noch nicht geändert hat
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_on_visibility_changed()
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await player.ready
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spring_length_cap = player.spring_arm.spring_length
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func _physics_process(_delta):
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if player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"):
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED && player.spring_arm.get_hit_length() > 1.5 && Input.is_action_pressed("gravity_activate"):
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gravity_particles.visible = true
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if collider:
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collider.global_position = player.goal.global_position
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if Input.is_action_just_pressed("gravity_freeze"):
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collider.freeze = true
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elif player.raycast.get_collider() is RigidBody3D:
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collider = player.raycast.get_collider()
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collider.lock_rotation = true
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collider.freeze = false
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lock_vertical_rotation(collider,true)
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if Input.is_action_pressed("gravity_push") || Input.is_action_just_pressed("gravity_push"):
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player.spring_arm.spring_length += .5
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if Input.is_action_pressed("gravity_pull") || Input.is_action_just_pressed("gravity_pull"):
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@@ -33,6 +33,14 @@ func _physics_process(_delta):
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else:
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gravity_particles.visible = false
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if collider:
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collider.lock_rotation = false
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lock_vertical_rotation(collider,false)
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collider = null
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func lock_vertical_rotation(body: RigidBody3D, locked: bool):
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if locked:
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var rot = body.rotation
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body.rotation = Vector3(0,rot.y,0)
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body.axis_lock_linear_x = locked
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body.axis_lock_linear_z = locked
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body.axis_lock_angular_x = locked
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body.axis_lock_angular_z = locked
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