created a normal process function
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This commit is contained in:
2026-03-08 18:12:57 +01:00
parent 9bfe37af62
commit 9d612682ec

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@@ -2223,14 +2223,10 @@ public partial class PlayerController : CharacterBody3D,
_spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Limit maximum speed
if (Velocity.Length() > AbsoluteMaxSpeed)
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
// Manage head and camera movement
LookAround(delta);
// Manage general movement
Velocity += ComputeKnockback();
MoveSlideAndHandleStairs((float) delta);
@@ -2238,21 +2234,16 @@ public partial class PlayerController : CharacterBody3D,
// Manage gameplay systems
MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting();
// Manage dash target and tutorial specific stuff
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = false;
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
}
public override void _Process(double delta)
{
// Manage head and camera movement
LookAround(delta);
EffectsManager.UpdateEffects(delta);
}
///////////////////////////
// Hit Management ///////
///////////////////////////