Switch player input processing routines from event based to polling based in process_physics
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@ -49,6 +49,10 @@ func _unhandled_input(event: InputEvent) -> void:
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#movement_state_machine.process_input(event)
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#movement_state_machine.process_input(event)
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Input based or polling input is not done in _unhandled_input
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# gives us the ability to turn off polling this way
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if actor_type == "Player":
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movement_component.process_physics_input(delta)
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movement_component.process_physics(delta)
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movement_component.process_physics(delta)
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#movement_state_machine.process_physics(delta)
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#movement_state_machine.process_physics(delta)
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#
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#
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@ -53,10 +53,17 @@ func process_physics(delta):
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if has_method('_state_process_physics_' + current_state.name):
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if has_method('_state_process_physics_' + current_state.name):
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call('_state_process_physics_' + current_state.name)
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call('_state_process_physics_' + current_state.name)
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# Shouldn't need a proces function
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# more likely needed for Players
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#func process(delta):
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func process_physics_input(delta):
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# pass
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if has_method('_state_process_physics_input_' + current_state.name):
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call('_state_process_physics_input_' + current_state.name)
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# More likely needed for NPCs
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func process(delta):
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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# For event based input polling (Hadouken?)
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func process_input(event: InputEvent):
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func process_input(event: InputEvent):
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if has_method('_state_process_input_' + current_state.name):
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if has_method('_state_process_input_' + current_state.name):
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call('_state_process_input_' + current_state.name)
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call('_state_process_input_' + current_state.name)
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