Fix player view direction synchronization
parent
95171a475b
commit
d14fa60634
12
Player.gd
12
Player.gd
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@ -66,19 +66,20 @@ remote func jump():
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if is_on_floor():
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velocity.y = JUMP_VELOCITY
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remote func mouselook_abs(rotation):
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camera.rotation = rotation
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remote func mouselook_abs(x, y):
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camera.rotation.x = x
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rotation.y = y
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remote func mouselook(rel):
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var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier
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self.rotate_y(- rel.x * sensitivity)
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rotate_y(- rel.x * sensitivity)
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camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2)
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rpc_unreliable("mouselook_abs", camera.rotation)
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func motion(delta):
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var slide_velocity = self.move_and_slide(velocity * delta, Vector3.UP, true)
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#var slide_velocity = self.move_and_collide(velocity * delta, Vector3.UP)
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var slide_velocity = move_and_slide(velocity * delta, Vector3.UP, true)
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#var slide_velocity = move_and_collide(velocity * delta, Vector3.UP)
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debug.text += "\nslide_velocity: " + String( slide_velocity )
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debug.text += "\nslide dot product: " + String( velocity.normalized().dot(slide_velocity.normalized()) )
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@ -164,7 +165,6 @@ func _input(event):
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var rel = event.relative
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mouselook(rel)
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camera.rset("rotation", rotation)
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# Jump
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if event.is_action_pressed("MoveJump"):
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