feat: updated utils
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f0185e64bc
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@ -23,10 +23,6 @@
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namespace godot {
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void TunnelsPlayer::_bind_methods() {
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#define CLASSNAME TunnelsPlayer
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GDFUNCTION_ARGS(horizontal_move_input, "event", "value");
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GDFUNCTION_ARGS(vertical_move_input, "event", "value");
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GDFUNCTION_ARGS(fire_pressed, "event", "value");
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GDFUNCTION_ARGS(mode_switch_input, "event", "value");
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GDPROPERTY_HINTED(camera_rotation_ramp, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
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}
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@ -107,10 +103,10 @@ void TunnelsPlayer::process_camera_rotation(double delta_time) {
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}
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void TunnelsPlayer::setup_player_input(PlayerInput *input) {
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input->listen_to(PlayerInput::Listener("move_left", "move_right", this, "horizontal_move_input"));
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input->listen_to(PlayerInput::Listener("move_forward", "move_backward", this, "vertical_move_input"));
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input->listen_to(PlayerInput::Listener("fire", this, "fire_pressed"));
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input->listen_to(PlayerInput::Listener("tactics_mode", this, "mode_switch_input"));
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input->listen_to(PlayerInput::Listener("move_left", "move_right", callable_mp(this, &TunnelsPlayer::horizontal_move_input)));
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input->listen_to(PlayerInput::Listener("move_forward", "move_backward", callable_mp(this, &TunnelsPlayer::vertical_move_input)));
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input->listen_to(PlayerInput::Listener("fire", callable_mp(this, &TunnelsPlayer::fire_pressed)));
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input->listen_to(PlayerInput::Listener("tactics_mode", callable_mp(this, &TunnelsPlayer::mode_switch_input)));
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}
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Node *TunnelsPlayer::to_node() {
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@ -1 +1 @@
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Subproject commit f0bddcf074f040e6a02f70a26c58507580669327
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Subproject commit 78e6bb2cf18aebf3edd72907f982c811caac9eea
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