Screen rumble stops on pause

This commit is contained in:
Rob Kelly 2024-11-19 18:06:47 -07:00
parent 682850738a
commit 960ff79b34
6 changed files with 13 additions and 2 deletions

View File

@ -63,6 +63,8 @@ config/accessibility/enable_hit_lag=true
WorldGroup="Singleton group for the active world instance, if any."
GameGroup="Singleton group for the active game instance, if any."
DemoCamera=""
PlayerSpawn=""
[gui]

View File

@ -162,6 +162,7 @@ libraries = {
[node name="Rumbler" type="Control" parent="RootControl"]
unique_name_in_owner = true
process_mode = 1
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0

View File

@ -234,6 +234,9 @@ unique_name_in_owner = true
[node name="GfolfGirl" parent="PlayerPivot" instance=ExtResource("3_e4aur")]
transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -0.555968, 0, 0.0999683)
[node name="DemoCamera" type="Camera3D" parent="PlayerPivot" groups=["DemoCamera"]]
transform = Transform3D(-0.124487, 0.584637, 0.801687, 0, 0.807972, -0.589221, -0.992221, -0.0733503, -0.100582, 0.395614, 0.0284514, -0.0394773)
[node name="Direction" type="Node3D" parent="."]
unique_name_in_owner = true

View File

@ -65,7 +65,7 @@ func _reset_position() -> void:
func _process(_delta: float) -> void:
if _hit_lag_frames >= 0:
if _hit_lag_frames == 0:
content.process_mode = Node.PROCESS_MODE_INHERIT
get_tree().paused = false
else:
content.process_mode = Node.PROCESS_MODE_DISABLED
get_tree().paused = true
_hit_lag_frames -= 1

View File

@ -6,15 +6,18 @@ extends Control
func _ready() -> void:
print_debug("Pause menu _ready()")
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _exit_tree() -> void:
print_debug("Pause menu _exit_tree()")
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_key_input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
get_viewport().set_input_as_handled()
resume()
@ -27,6 +30,7 @@ func _hide() -> void:
func resume() -> void:
print_debug("Pause menu resume()")
queue_free()

View File

@ -13,6 +13,7 @@ var _prev_camera: Camera3D
func _unhandled_key_input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
get_viewport().set_input_as_handled()
pause()