Disable movement and camera rotation while dead

This commit is contained in:
Sofia 2026-07-20 22:20:12 +03:00
parent 18f298bf10
commit b2dbd2deee

View File

@ -69,8 +69,12 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
.rotated(Vector3::UP, self.base().get_rotation().y)
* self.get_move_speed();
self.base_mut().set_velocity(speed);
self.base_mut().move_and_slide();
if self.is_dead() {
self.base_mut().set_velocity(Vector3::ZERO);
} else {
self.base_mut().set_velocity(speed);
self.base_mut().move_and_slide();
}
}
}
@ -307,19 +311,21 @@ impl ICharacterBody3D for LocalPlayer {
}
if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
if !self.is_dead() {
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
if let Some(camera) = self.camera.as_mut() {
let curr_rotation = camera.get_rotation();
let x_rot =
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
camera.set_rotation(Vector3::RIGHT * x_rot);
self.look_up = x_rot;
if let Some(camera) = self.camera.as_mut() {
let curr_rotation = camera.get_rotation();
let x_rot =
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
camera.set_rotation(Vector3::RIGHT * x_rot);
self.look_up = x_rot;
}
let y_rot = -x * self.look_sensitivity;
self.base_mut().rotate_y(y_rot);
}
let y_rot = -x * self.look_sensitivity;
self.base_mut().rotate_y(y_rot);
}
}
}