basic tests for a wider variety of files
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@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
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float BobbingMultiplier,
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float FovMultiplier);
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private Camera3D _camera;
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private Marker3D _cameraAnchor;
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private AnimationPlayer _animationPlayer;
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private AnimationTree _animationTree;
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internal Camera3D _camera;
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internal Marker3D _cameraAnchor;
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internal AnimationPlayer _animationPlayer;
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internal AnimationTree _animationTree;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float LookSensitivity { get; set; } = 1f;
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@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterAmplitude { get; set; } = 0.1f;
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private FastNoiseLite _slidingNoise = new FastNoiseLite();
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internal FastNoiseLite _slidingNoise = new FastNoiseLite();
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[ExportGroup("Bobbing")]
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private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float BobbingFrequency { set; get; } = 2.4f;
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[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
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@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
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public float FovMaxedOutSpeed { get; set; } = 20f;
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[ExportGroup("First Person rig")]
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private Node3D _fpRig;
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private Node3D _rightHandedWeapon;
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private Node3D _leftHandedWeapon;
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private Node3D _fpDisplacedRig;
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private Vector3 _fpDisplacedRigInitialRotation;
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internal Node3D _fpRig;
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internal Node3D _rightHandedWeapon;
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internal Node3D _leftHandedWeapon;
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internal Node3D _fpDisplacedRig;
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internal Vector3 _fpDisplacedRigInitialRotation;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
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EmitSignalHitboxDeactivated();
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}
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private bool _footstepEmitted;
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private bool _isPlayingForcingAnim;
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internal bool _footstepEmitted;
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internal bool _isPlayingForcingAnim;
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public void ResetHeadBobbing()
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{
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