fixed camera and sword animation issue and upgraded to Godot 4.6
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This commit is contained in:
2026-01-27 17:47:19 +01:00
parent 056a68b0ad
commit caeae26a09
335 changed files with 3035 additions and 2221 deletions

View File

@@ -101,6 +101,8 @@ public partial class HeadSystem : Node3D
public void Init()
{
_isPlayingForcingAnim = false;
Input.SetMouseMode(Input.MouseModeEnum.Captured);
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
@@ -133,6 +135,7 @@ public partial class HeadSystem : Node3D
}
public void OnStartDeathAnimation()
{
_isPlayingForcingAnim = true;
_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
@@ -160,9 +163,17 @@ public partial class HeadSystem : Node3D
}
private bool _footstepEmitted;
private bool _isPlayingForcingAnim;
public void LookAround(CameraParameters inputs)
{
if (_isPlayingForcingAnim)
{
_camera.Position = Vector3.Zero;
_camera.Rotation = Vector3.Zero;
return;
}
var (delta,
lookDir,
playerInput,