From 3e47fcd6c4a520b45c84817527c4ab2b2a6ce11b Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 28 Apr 2018 17:37:44 +0200 Subject: [PATCH] Remove an unused variable declaration in Kinematic Character 3D --- 3d/kinematic_character/cubio.gd | 20 +++++++++----------- 3d/kinematic_character/follow_camera.gd | 14 +++++++------- 2 files changed, 16 insertions(+), 18 deletions(-) diff --git a/3d/kinematic_character/cubio.gd b/3d/kinematic_character/cubio.gd index 4be05807..2a8e04dd 100644 --- a/3d/kinematic_character/cubio.gd +++ b/3d/kinematic_character/cubio.gd @@ -14,7 +14,7 @@ const MAX_SLOPE_ANGLE = 30 func _physics_process(delta): var dir = Vector3() # Where does the player intend to walk to var cam_xform = $target/camera.get_global_transform() - + if Input.is_action_pressed("move_forward"): dir += -cam_xform.basis[2] if Input.is_action_pressed("move_backwards"): @@ -23,33 +23,31 @@ func _physics_process(delta): dir += -cam_xform.basis[0] if Input.is_action_pressed("move_right"): dir += cam_xform.basis[0] - + dir.y = 0 dir = dir.normalized() - + vel.y += delta * g - + var hvel = vel hvel.y = 0 - + var target = dir * MAX_SPEED var accel if dir.dot(hvel) > 0: accel = ACCEL else: accel = DEACCEL - + hvel = hvel.linear_interpolate(target, accel * delta) - + vel.x = hvel.x vel.z = hvel.z - + vel = move_and_slide(vel, Vector3(0,1,0)) - + if is_on_floor() and Input.is_action_pressed("jump"): vel.y = JUMP_SPEED - - var crid = get_node("../elevator1").get_rid() func _on_tcube_body_enter(body): diff --git a/3d/kinematic_character/follow_camera.gd b/3d/kinematic_character/follow_camera.gd index 7b4dca31..7efa37da 100644 --- a/3d/kinematic_character/follow_camera.gd +++ b/3d/kinematic_character/follow_camera.gd @@ -16,27 +16,27 @@ func _physics_process(dt): var target = get_parent().global_transform.origin var pos = global_transform.origin var up = Vector3(0, 1, 0) - + var delta = pos - target - + # Regular delta follow - + # Check ranges if delta.length() < min_distance: delta = delta.normalized() * min_distance elif delta.length() > max_distance: delta = delta.normalized() * max_distance - + # Check upper and lower height if delta.y > max_height: delta.y = max_height if delta.y < min_height: delta.y = min_height - + pos = target + delta - + look_at_from_position(pos, target, up) - + # Turn a little up or down var t = transform t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis