fix: clean state_ground and ensure duck-type state machine bootstrap
This commit is contained in:
+14
-15
@@ -37,20 +37,20 @@ func _box_static(pos: Vector3, size: Vector3, color: Color) -> StaticBody3D:
|
||||
|
||||
func _build_input_map() -> void:
|
||||
var bindings := {
|
||||
jump = [KEY_SPACE],
|
||||
sprint = [KEY_SHIFT],
|
||||
crouch = [KEY_CTRL],
|
||||
dash = [KEY_SHIFT],
|
||||
fire = [MOUSE_BUTTON_RIGHT, KEY_F],
|
||||
fire_alt = [MOUSE_BUTTON_LEFT],
|
||||
reload = [KEY_R],
|
||||
interact = [KEY_E],
|
||||
move_forward = [KEY_W],
|
||||
move_back = [KEY_S],
|
||||
move_left = [KEY_A],
|
||||
move_right = [KEY_D],
|
||||
weapon_next = [MOUSE_BUTTON_WHEEL_UP],
|
||||
weapon_prev = [MOUSE_BUTTON_WHEEL_DOWN],
|
||||
"jump": [KEY_SPACE],
|
||||
"sprint": [KEY_SHIFT],
|
||||
"crouch": [KEY_CTRL],
|
||||
"dash": [KEY_SHIFT],
|
||||
"fire": [MOUSE_BUTTON_RIGHT, KEY_F],
|
||||
"fire_alt": [MOUSE_BUTTON_LEFT],
|
||||
"reload": [KEY_R],
|
||||
"interact": [KEY_E],
|
||||
"move_forward": [KEY_W],
|
||||
"move_back": [KEY_S],
|
||||
"move_left": [KEY_A],
|
||||
"move_right": [KEY_D],
|
||||
"weapon_next": [MOUSE_BUTTON_WHEEL_UP],
|
||||
"weapon_prev": [MOUSE_BUTTON_WHEEL_DOWN],
|
||||
}
|
||||
for action in bindings:
|
||||
if not InputMap.has_action(action):
|
||||
@@ -136,7 +136,6 @@ func _build_player() -> void:
|
||||
player.add_child(camera)
|
||||
|
||||
# set_script() does NOT call _ready(); bootstrap manually after children are in place
|
||||
# IMPORTANT: player._ready() MUST run BEFORE sm._ready() so the machine has valid params
|
||||
if player.has_method("_ready"):
|
||||
player._ready()
|
||||
if sm.has_method("_ready"):
|
||||
|
||||
Reference in New Issue
Block a user