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Fix physics tick count in Input.action_press
and Input.action_release
The physics tick count was not yet updated there.
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@ -653,7 +653,8 @@ void InputDefault::action_press(const StringName &p_action, float p_strength) {
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// Create or retrieve existing action.
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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Action &action = action_state[p_action];
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
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// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
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action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
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action.pressed_idle_frame = Engine::get_singleton()->get_idle_frames();
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action.pressed_idle_frame = Engine::get_singleton()->get_idle_frames();
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action.pressed = true;
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action.pressed = true;
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action.exact = true;
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action.exact = true;
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@ -665,7 +666,8 @@ void InputDefault::action_release(const StringName &p_action) {
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// Create or retrieve existing action.
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// Create or retrieve existing action.
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Action &action = action_state[p_action];
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Action &action = action_state[p_action];
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
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// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
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action.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
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action.released_idle_frame = Engine::get_singleton()->get_idle_frames();
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action.released_idle_frame = Engine::get_singleton()->get_idle_frames();
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action.pressed = false;
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action.pressed = false;
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action.exact = true;
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action.exact = true;
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