fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node

This commit is contained in:
2024-03-29 21:58:40 +11:00
parent 3c28999cd9
commit 62d0dc0130
40 changed files with 205 additions and 138 deletions

View File

@ -57,19 +57,19 @@ func _ready() -> void:
if is_multiplayer_authority():
right_hand_animator.play("weapon_sway")
right_hand_animator.speed_scale = 0
ears.make_current()
camera.make_current()
sprite.queue_free()
hand_sprite.texture = hero_class.hand_texture
player_name_tag.queue_free()
ears.make_current()
for card: Card in hero_class.deck:
inventory.add(card)
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_visible(false)
if weapon != null:
weapon.set_raycast_origin(camera)
for card: Card in hero_class.deck:
inventory.add(card)
sprite.texture.atlas = hero_class.texture
check_left_hand_valid()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
@ -109,7 +109,7 @@ func _process(delta: float) -> void:
if interaction_raycast.get_collider() is InteractButton:
var button: InteractButton = interaction_raycast.get_collider() as InteractButton
if currency >= button.press_cost:
button.press()
button.press(self)
currency -= button.press_cost
if interaction_raycast.get_collider() is ItemCard:
add_card(interaction_raycast.get_collider().pick_up())
@ -172,7 +172,7 @@ func increment_selected() -> void:
func decrement_selected() -> void:
inventory_selected_index -= 1
if inventory_selected_index < 0:
inventory_selected_index = inventory.contents.keys().size() - 1
inventory_selected_index = max(inventory.contents.keys().size() - 1, 0)
func _unhandled_input(event: InputEvent) -> void: