finally managed to pin down the in game UI and control issues for keyboard
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@@ -21,12 +21,10 @@ public partial class PlayerController : CharacterBody3D
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public HeadSystem HeadSystem;
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public Bobbing Bobbing;
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public FieldOfView FieldOfView;
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public Stamina Stamina;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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public CapsuleCollider CapsuleCollider;
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public HealthSystem HealthSystem;
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public TweenQueueSystem TweenQueueSystem;
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public Node3D WeaponRoot;
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public WeaponSystem WeaponSystem;
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@@ -239,11 +237,6 @@ public partial class PlayerController : CharacterBody3D
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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ColorRect vignetteRect = GetNode<ColorRect>(
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"HeadSystem/CameraSmooth/Camera3D/CLVignette(Layer_1)/HealthVignetteRect");
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ColorRect distortionRect = GetNode<ColorRect>(
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"HeadSystem/CameraSmooth/Camera3D/CLDistortion(Layer_2)/HealthDistortionRect");
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ColorRect blurRect = GetNode<ColorRect>("HeadSystem/CameraSmooth/Camera3D/CLBlur(Layer_2)/BlurRect");
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// Movement stuff
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WeaponRoot = GetNode<Node3D>("WeaponRoot");
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@@ -266,11 +259,7 @@ public partial class PlayerController : CharacterBody3D
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape.Radius;
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// RPG Stuff
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Stamina = GetNode<Stamina>("Stamina");
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HealthSystem = GetNode<HealthSystem>("HealthSystem");
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// State management
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// State managementb
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_playerState = StateChart.Of(GetNode("StateChart"));
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_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
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@@ -322,18 +311,6 @@ public partial class PlayerController : CharacterBody3D
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WallHugSystem.Init();
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// RPG Stuff
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HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
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{
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Parent = this,
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Camera = camera,
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Head = HeadSystem,
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VignetteRect = vignetteRect,
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DistortionRect = distortionRect,
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BlurRect = blurRect,
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};
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HealthSystem.Init(healthSystemParams);
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Stamina.SetSpeeds(WalkSpeed, WalkSpeed);
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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if (!TutorialDone)
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