Debug changes
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@ -54,6 +54,7 @@ extends CharacterBody3D
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# Member variables
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var speed : float = base_speed
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var current_speed : float = 0.0
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# States: normal, crouching, sprinting
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var state : String = "normal"
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var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
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@ -76,8 +77,9 @@ func _ready():
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func _physics_process(delta):
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# Add some debug data
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$UserInterface/DebugPanel.add_property("Movement Speed", speed, 1)
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current_speed = Vector3.ZERO.distance_to(get_real_velocity())
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$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
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$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
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var cv : Vector3 = get_real_velocity()
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var vd : Array[float] = [
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snappedf(cv.x, 0.001),
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@ -85,7 +87,7 @@ func _physics_process(delta):
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snappedf(cv.z, 0.001)
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]
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var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2])
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$UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 2)
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$UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3)
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# Gravity
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#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
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@ -227,7 +229,7 @@ func update_camera_fov():
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func headbob_animation(moving):
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if moving and is_on_floor():
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HEADBOB_ANIMATION.play("headbob", 0.25)
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HEADBOB_ANIMATION.speed_scale = (speed / base_speed) * 1.75
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HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75
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else:
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HEADBOB_ANIMATION.play("RESET", 0.25)
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@ -237,7 +239,7 @@ func _process(delta):
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var status : String = state
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if !is_on_floor():
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status += " in the air"
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$UserInterface/DebugPanel.add_property("State", status, 0)
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$UserInterface/DebugPanel.add_property("State", status, 4)
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if Input.is_action_just_pressed(PAUSE):
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if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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