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https://github.com/Steffo99/pineapple-surf.git
synced 2024-11-21 23:34:21 +00:00
Fix some playercontroller warnings
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parent
41297e5ed4
commit
ed9ee9860e
4 changed files with 7 additions and 21 deletions
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@ -19,13 +19,6 @@ func _ready() -> void:
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xNoise.seed = 0
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yNoise.seed = 1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _physics_process(delta: float) -> void:
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pass
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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@ -29,16 +29,12 @@ func _ready() -> void:
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self._switch_weapon(BaseWeapon.WeaponSlot.ONE)
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func _process(delta: float) -> void:
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pass
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func _on_player_set(player: Player) -> void:
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for weapon in weapons:
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weapon.player = player
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func _input(event: InputEvent) -> void:
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func _input(_event: InputEvent) -> void:
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if Input.is_action_just_pressed("slot1"):
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_switch_weapon(BaseWeapon.WeaponSlot.ONE)
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# elif Input.is_action_just_pressed("slot2"):
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@ -54,12 +50,12 @@ func _switch_weapon(slot: BaseWeapon.WeaponSlot):
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if weapon.weaponSlot == slot:
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# Remove active weapon
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if active_weapon:
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await active_weapon.on_switch_out()
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active_weapon.on_switch_out()
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remove_child(active_weapon)
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# Add new weapon
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add_child(weapon)
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active_weapon = weapon
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await active_weapon.on_switch_in()
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active_weapon.on_switch_in()
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emit_signal("weapon_switched", weapon)
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break
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@ -45,9 +45,6 @@ func _ready():
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OnHand.player = self
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vport.size = viewport_resolution
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func _process(delta):
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pass
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func _physics_process(delta):
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last_frame_input_data = input_data
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input_data = PlayerInputData.new()
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@ -22,7 +22,7 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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var current_time = Time.get_ticks_msec()
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if Input.is_action_just_pressed("fire") and current_time > (last_fired + FIRE_RATE*1000):
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@ -37,9 +37,9 @@ func shoot() -> void:
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# $AnimationPlayer.play("shoot")
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if ray.is_colliding():
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var normal = ray.get_collision_normal() as Vector3
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var point = ray.get_collision_point() as Vector3
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var object = ray.get_collider() as Node3D
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var _normal = ray.get_collision_normal() as Vector3
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var _point = ray.get_collision_point() as Vector3
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var _object = ray.get_collider() as Node3D
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try_placing_seed(ray)
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# decalInstance.position = point
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# object.add_child(decalInstance)
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