fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node
This commit is contained in:
@ -50,7 +50,6 @@ func _physics_process(delta: float) -> void:
|
||||
#TODO: maybe make the speed slower/faster on slopes?
|
||||
var player_speed: float = Vector2(player.velocity.x, player.velocity.z).length()
|
||||
speed_factor = lerp(speed_factor, player_speed / head_bob_max_effect_speed, 20.0 * delta)
|
||||
sample_point += delta * head_bob_frequency * speed_factor
|
||||
else:
|
||||
speed_factor = lerp(speed_factor, 0.0, 20.0 * delta)
|
||||
|
||||
@ -69,6 +68,7 @@ func _process(delta: float) -> void:
|
||||
#constant_trauma = min(1.0, constant_trauma + 0.1)
|
||||
#if Input.is_action_just_pressed("decrease_trauma"):
|
||||
#constant_trauma = max(0.0, constant_trauma - 0.1)
|
||||
sample_point += delta * head_bob_frequency * speed_factor
|
||||
var camera_translation: Vector3 = Vector3.ZERO
|
||||
var camera_tilt: Vector3 = Vector3.ZERO
|
||||
camera_translation = minecraft_translation(head_bob_amplitude * speed_factor)
|
||||
@ -133,10 +133,13 @@ func focus_target() -> Vector3:
|
||||
return focus_raycast.global_position + -focus_raycast.global_transform.basis.z * 30.0
|
||||
|
||||
|
||||
func tilt_camera(tilt: Vector3, speed: float) -> void:
|
||||
camera.rotation.x = lerp(camera.rotation.x, tilt.x, speed)
|
||||
camera.rotation.y = lerp(camera.rotation.y, tilt.y, speed)
|
||||
camera.rotation.z = lerp(camera.rotation.z, tilt.z, speed)
|
||||
#func tilt_camera(tilt: Vector3, speed: float) -> void:
|
||||
##camera.rotation.x = lerp(camera.rotation.x, tilt.x, speed)
|
||||
##camera.rotation.y = lerp(camera.rotation.y, tilt.y, speed)
|
||||
##camera.rotation.z = lerp(camera.rotation.z, tilt.z, speed)
|
||||
#camera.rotation.x = tilt.x
|
||||
#camera.rotation.y = tilt.y
|
||||
#camera.rotation.z = tilt.z
|
||||
|
||||
|
||||
func get_strafe_tilt(player_velocity: Vector3) -> Vector3:
|
||||
|
Reference in New Issue
Block a user