move aiming processing to physics process to fix jitter
This commit is contained in:
@@ -14,7 +14,7 @@ func _ready() -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
func _process(_delta: float) -> void:
|
||||
if not Referencer.players or not Referencer.main_camera:
|
||||
var mouse_pos := get_viewport().get_mouse_position()
|
||||
_single_cursor.position = mouse_pos - _single_cursor.size / 2
|
||||
@@ -22,6 +22,8 @@ func _process(delta: float) -> void:
|
||||
return
|
||||
_single_cursor.visible = false
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
call_deferred("_handle_cursors", delta)
|
||||
|
||||
|
||||
@@ -87,6 +89,10 @@ func _handle_cursor(player_index: int, delta: float) -> void:
|
||||
)
|
||||
|
||||
cursor.base.modulate = player.cursor_color
|
||||
if player.input_mode_is(Inputer.Mode.KB_MOUSE):
|
||||
cursor.base.position = (
|
||||
get_viewport().get_mouse_position() - cursor.base.size / 2
|
||||
)
|
||||
|
||||
|
||||
class PlayerCursor:
|
||||
|
||||
@@ -13,11 +13,11 @@ extends Camera3D
|
||||
@export_group("Damage shake")
|
||||
@export var _damage_shake_duration: float = 0.5
|
||||
@export_exp_easing var _damage_shake_ease: float = 2
|
||||
@export var _damage_shake_amplitude: float = 0.02
|
||||
@export var _damage_shake_amplitude: float = 0.1
|
||||
@export var _damage_shake_frequency: float = 50
|
||||
|
||||
@export_group("Hit shake")
|
||||
@export var _hit_shake_fov: float = 0.5
|
||||
@export var _hit_shake_fov: float = 1
|
||||
@export var _hit_shake_duration: float = 0.5
|
||||
@export_exp_easing var _hit_shake_ease: float = 4
|
||||
|
||||
@@ -40,6 +40,9 @@ func _process(delta: float) -> void:
|
||||
fov = _fov
|
||||
_damage_shake(delta)
|
||||
_hit_shake(delta)
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
call_deferred("_process_following", delta)
|
||||
|
||||
|
||||
|
||||
@@ -27,7 +27,6 @@ func _ready() -> void:
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
call_deferred("_aiming")
|
||||
|
||||
var aim_pos := global_position + aiming.aim_offset
|
||||
Debugger.marker("aim", aim_pos + Vector3.UP)
|
||||
@@ -35,6 +34,7 @@ func _process(_delta: float) -> void:
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_aiming()
|
||||
var can_move := not attack.is_hitting()
|
||||
velocity = movement.movement(velocity, delta, is_on_floor(), can_move)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user