fix #193 by reworking FOV logic
This commit is contained in:
parent
e31047639c
commit
ad32dbe7e4
|
|
@ -115,10 +115,7 @@ func _process(_delta):
|
||||||
if Input.is_action_just_pressed("ui_accept"):
|
if Input.is_action_just_pressed("ui_accept"):
|
||||||
State.pass_stage_to(focus_ray.get_collider())
|
State.pass_stage_to(focus_ray.get_collider())
|
||||||
else:
|
else:
|
||||||
if Input.is_action_just_pressed("zoom_in_controller"):
|
camera.fov = base_fov / (1 + Input.get_action_raw_strength("zoom_in_controller"))
|
||||||
zoomed = true
|
|
||||||
elif Input.is_action_just_released("zoom_in_controller"):
|
|
||||||
zoomed = false
|
|
||||||
|
|
||||||
var has_entered:bool = false:
|
var has_entered:bool = false:
|
||||||
set(val):
|
set(val):
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue