Browse Source

Renaming acceleration to camera_acceleration

pull/3/head
Ryan Reed 1 month ago
parent
commit
980f895743
1 changed files with 3 additions and 3 deletions
  1. +3
    -3
      scenes/player/player.gd

+ 3
- 3
scenes/player/player.gd View File

@ -2,7 +2,7 @@ class_name Player
extends CharacterBody3D
@export var acceleration: float = 10.0
@export var camera_acceleration: float = 10.0
@export var crouch_height: float = 0.95 ## Camera and RayCast height
@export var crouch_speed: float = 3.0
@export var jump_velocity: float = 4.5
@ -50,12 +50,12 @@ func handle_crouching(delta: float) -> void:
if is_crouching:
collision_shape_crouching.disabled = false
collision_shape_standing.disabled = true
camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, acceleration * delta)
camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, camera_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, standing_height, acceleration * delta)
camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, camera_acceleration * delta)
ray_cast_look.transform.origin.y = standing_height
else:
pass # Continue crouching until nothing overhead


Loading…
Cancel
Save