fix: untyped variabled in player_controller

This commit is contained in:
tiger tiger tiger 2025-12-13 13:41:18 +01:00
parent 8c3b0e03a3
commit 3973a2cfb7
2 changed files with 10 additions and 10 deletions

View File

@ -1,7 +1,7 @@
class_name InteractiveSprite extends Area3D
@onready var pass_to_actor = $UiWrapper/UiSprite/SubViewport/CollectableUi
@onready var wrapper = $UiWrapper
@onready var pass_to_actor: = $UiWrapper/UiSprite/SubViewport/CollectableUi
@onready var wrapper := $UiWrapper
@onready var ui: CollectableUi = $UiWrapper/UiSprite/SubViewport.get_child(0)
@onready var viewport:= $UiWrapper/UiSprite/SubViewport

View File

@ -37,8 +37,8 @@ var has_stage: bool = false:
@export_range (0, 10) var max_acceleration: float = 5
@export_range (0, 20) var damp: float = 10
@export_range (0.1, 1) var mouse_jerk:float = 0.5
@export_range (10, 100) var gamepad_response = 50
@export_range (50, 500) var mouse_jerk_rejection = 200
@export_range (10, 100) var gamepad_response:float = 50.0
@export_range (50, 500) var mouse_jerk_rejection:float = 200.0
@export var max_angle:float = 75
@export var camera_jitter_speed:float = 3
@ -86,15 +86,15 @@ var on_crouch_cooldown:bool = false
@onready var focus_ray: RayCast3D = $Yaw/Pitch/Mount/Camera3D/RayCast3D
@onready var ui_prober: Area3D = $Yaw/Pitch/Mount/Camera3D/UiProber
@onready var base_fov = camera.fov
@onready var base_fov := camera.fov
var zoomed:bool = false:
set(zoom):
if zoomed != zoom:
if zoom:
var zoom_tween = create_tween()
var zoom_tween := create_tween()
zoom_tween.tween_property(camera, "fov", base_fov*0.5, 0.5)
else:
var zoom_tween = create_tween()
var zoom_tween := create_tween()
zoom_tween.tween_property(camera, "fov", base_fov, 0.5)
zoomed = zoom
signal ui_entered
@ -134,7 +134,7 @@ var delay_passed:bool = false
func _on_ray_entered(_area):
if not has_entered:
var collision_object = focus_ray.get_collider()
var collision_object := focus_ray.get_collider()
if collision_object is InteractiveSprite:
has_entered = collision_object.try_reveal(self)
@ -181,7 +181,7 @@ func _handle_movement(delta:float):
func _handle_rotation(delta:float):
var smoothness = min(3, 60.0/Engine.get_frames_per_second())
var input_speed = Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response
var input_speed := Vector2( Input.get_action_strength("look_right")-Input.get_action_strength("look_left"), Input.get_action_strength("look_up")-Input.get_action_strength("look_down")) * gamepad_response
# secretly, inverted y axis is the default
if not State.inverty_y_axis: input_speed *= Vector2(1, -1)
@ -227,7 +227,7 @@ var crouch_held: bool = false
var crouch_toggled: bool = false
var cround_start_time: float = 0
func _input(event:InputEvent):
func _input(event:InputEvent) -> void:
if Scenes.current_sequence != -1: return
if has_stage and Scenes.current_sequence == -1:
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: