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Fixed look RayCast when crouching and cleaned up player scene

pull/1/head
Ryan Reed 1 month ago
parent
commit
001773c75f
2 changed files with 6 additions and 3 deletions
  1. +5
    -2
      scenes/player/player.gd
  2. +1
    -1
      scenes/player/player.tscn

+ 5
- 2
scenes/player/player.gd View File

@ -3,11 +3,12 @@ extends CharacterBody3D
@export var acceleration: float = 10.0
@export var crouch_height: float = 0.95
@export var crouch_speed: float = 3.0
@export var jump_velocity: float = 4.5
@export var crouch_height: float = 0.95 ## Camera and RayCast height
@export var mouse_sensitivity_horizontal: float = 0.002
@export var mouse_sensitivity_vertical: float = 0.002
@export var standing_height: float = 1.8 ## Camera and RayCast height
@export var walk_speed: float = 5.0
@export var run_speed: float = 8
@ -50,10 +51,12 @@ func handle_crouching(delta: float) -> void:
collision_shape_crouching.disabled = false
collision_shape_standing.disabled = true
camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, acceleration * delta)
ray_cast_look.transform.origin.y = crouch_height
elif !ray_cast_crouch.is_colliding():
collision_shape_crouching.disabled = true
collision_shape_standing.disabled = false
camera.transform.origin.y = lerp(camera.transform.origin.y, 1.8, acceleration * delta)
camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, acceleration * delta)
ray_cast_look.transform.origin.y = standing_height
else:
pass # Continue crouching until nothing overhead


+ 1
- 1
scenes/player/player.tscn View File

@ -8,7 +8,7 @@ height = 1.95
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_gmlin"]
radius = 0.2
height = 0.6
height = 0.89
[sub_resource type="CapsuleMesh" id="CapsuleMesh_gmlin"]


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