Move movement to physics_process

This commit is contained in:
Sofia 2026-07-25 01:20:32 +03:00
parent 3e5a9b3163
commit dd75677321
2 changed files with 7 additions and 5 deletions

View File

@ -398,8 +398,6 @@ impl ICharacterBody3D for LocalPlayer {
mesh.bind_mut().update_y_look(self.look_up);
}
self.player_update(delta);
if self.is_dead
&& let Some(target) = &self.dead_cam_target
&& let Some(camera) = &mut self.camera
@ -565,13 +563,15 @@ impl ICharacterBody3D for LocalPlayer {
}
}
fn physics_process(&mut self, _: f64) {
fn physics_process(&mut self, delta: f64) {
let rot = self.y_rot;
let new_rot = Vector3 {
y: rot,
..self.base().get_global_rotation()
};
self.base_mut().set_global_rotation(new_rot);
self.player_update(delta);
}
fn exit_tree(&mut self) {

View File

@ -256,8 +256,6 @@ impl ICharacterBody3D for RemotePlayer {
self.dead_for += delta;
}
self.player_update(delta);
if let Some(mesh) = &mut self.soldier_mesh {
mesh.bind_mut()
.update_movement(Vector2::new(self.movement_dir.x, -self.movement_dir.z));
@ -276,6 +274,10 @@ impl ICharacterBody3D for RemotePlayer {
effects.bind_mut().walk();
}
}
fn physics_process(&mut self, delta: f64) {
self.player_update(delta);
}
}
#[godot_api]