reorganize mech.gd

This commit is contained in:
2025-07-18 15:16:03 +10:00
parent 101c44fda7
commit c5a72a2942

View File

@@ -31,18 +31,42 @@ func _ready() -> void:
_ready_leg_ik(_leg_foot_body_r, _ankle_bone_r)
func _ready_leg_ik(foot_body: Node3D, bone: String) -> void:
foot_body.position = (
_skeleton.get_bone_global_rest(_skeleton.find_bone(bone)).origin
)
func _process(_delta: float) -> void:
_process_leg_ik(_leg_ik_l, _leg_ik_magnet_l)
_process_leg_ik(_leg_ik_r, _leg_ik_magnet_r)
_process_position()
func _physics_process(_delta: float) -> void:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
_handle_leg_moving(_mouse_relative, _leg_foot_body_l)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
_handle_leg_moving(_mouse_relative, _leg_foot_body_r)
_mouse_relative = Vector2.ZERO
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var event_mouse := event as InputEventMouseMotion
_mouse_relative = event_mouse.screen_relative
else:
_mouse_relative = Vector2.ZERO
if event is InputEventMouseButton:
var event_mouse := event as InputEventMouseButton
if event_mouse.is_pressed():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _ready_leg_ik(foot_body: Node3D, bone: String) -> void:
foot_body.position = (
_skeleton.get_bone_global_rest(_skeleton.find_bone(bone)).origin
)
func _process_leg_ik(ik: SkeletonIK3D, ik_magnet: Node3D) -> void:
ik.magnet = to_local(ik_magnet.global_position)
@@ -57,15 +81,6 @@ func _process_position() -> void:
global_position = root_position
func _physics_process(_delta: float) -> void:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
_handle_leg_moving(_mouse_relative, _leg_foot_body_l)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
_handle_leg_moving(_mouse_relative, _leg_foot_body_r)
_mouse_relative = Vector2.ZERO
func _handle_leg_moving(mouse_delta: Vector2, foot_body: CharacterBody3D) -> void:
var velocity_local := Vector3(
0,
@@ -74,18 +89,3 @@ func _handle_leg_moving(mouse_delta: Vector2, foot_body: CharacterBody3D) -> voi
)
foot_body.velocity = transform.basis * velocity_local
foot_body.move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var event_mouse := event as InputEventMouseMotion
_mouse_relative = event_mouse.screen_relative
else:
_mouse_relative = Vector2.ZERO
if event is InputEventMouseButton:
var event_mouse := event as InputEventMouseButton
if event_mouse.is_pressed():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
else:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE