start using input instead of unhandled input for player, reducing jitter strength
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229b686ca9
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@ -38,8 +38,8 @@ var has_focus: bool = false:
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@export var camera_jitter_speed:float = 3
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@export var camera_jitter_speed:float = 3
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@export var angular_jitter:Vector3 = Vector3(0.1, 0, 0.05)
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@export var angular_jitter:Vector3 = Vector3(0.1, 0, 0.05)
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@export var angular_jitter_speed:Vector3 = Vector3(2, 1, 1)
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@export var angular_jitter_speed:Vector3 = Vector3(2, 1, 1)
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@export var location_jitter:Vector3 = Vector3(0.1, 0.1, 0.1)
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@export var location_jitter:Vector3 = Vector3(0.05, 0.05, 0.05)
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@export var location_jitter_speed:Vector3 = Vector3(3, 0.3, 1)
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@export var location_jitter_speed:Vector3 = Vector3(2, 0.3, 1)
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var jitter_strength: float = 0
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var jitter_strength: float = 0
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var loc_noise_spot: Vector3 = Vector3.ZERO
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var loc_noise_spot: Vector3 = Vector3.ZERO
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@ -143,7 +143,7 @@ func _handle_mouse_input(event:InputEventMouseMotion):
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if event.relative.length() < mouse_jerk_rejection:
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if event.relative.length() < mouse_jerk_rejection:
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current_mouse_rotation = event.relative
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current_mouse_rotation = event.relative
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func _unhandled_input(event:InputEvent):
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func _input(event:InputEvent):
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if has_focus:
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if has_focus:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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_handle_mouse_input(event)
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_handle_mouse_input(event)
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