Replace _input with _unhandled_input

This commit is contained in:
Aaron Franke
2020-06-08 22:43:19 -04:00
parent d1ed6dbd82
commit 5f1905e0d6
19 changed files with 91 additions and 28 deletions

View File

@@ -2,7 +2,7 @@ extends Node2D
var bullet = preload("Bullet.tscn")
func _input(event):
func _unhandled_input(event):
if event.is_action_pressed("fire"):
fire(owner.look_direction)

View File

@@ -21,7 +21,7 @@ func _change_state(state_name):
._change_state(state_name)
func _input(event):
func _unhandled_input(event):
# Here we only handle input that can interrupt states, attacking in this case,
# otherwise we let the state node handle it.
if event.is_action_pressed("attack"):

View File

@@ -59,7 +59,7 @@ func _change_state(new_state):
state = new_state
func _input(event):
func _unhandled_input(event):
if not state == States.ATTACK:
return
if attack_input_state != AttackInputStates.LISTENING:

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@@ -41,7 +41,7 @@ func set_active(value):
current_state = null
func _input(event):
func _unhandled_input(event):
current_state.handle_input(event)

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@@ -4,7 +4,7 @@ const CAVE_LIMIT = 1000
onready var cave = $Cave
func _input(event):
func _unhandled_input(event):
if event is InputEventMouseMotion and event.button_mask > 0:
var rel_x = event.relative.x
var cavepos = cave.position

View File

@@ -10,7 +10,7 @@ func _process(delta):
# The 'click' event is a custom input action defined in
# Project > Project Settings > Input Map tab.
func _input(event):
func _unhandled_input(event):
if not event.is_action_pressed("click"):
return
_update_navigation_path($Character.position, get_local_mouse_position())

View File

@@ -27,7 +27,7 @@ func _process(_delta):
_target_point_world = _path[0]
func _input(event):
func _unhandled_input(event):
if event.is_action_pressed("click"):
var global_mouse_pos = get_global_mouse_position()
if Input.is_key_pressed(KEY_SHIFT):

View File

@@ -42,16 +42,6 @@ func _draw():
last_point = current_point
# Click and Shift force the start and end position of the path to update,
# and the node to redraw everything.
#func _input(event):
# if event.is_action_pressed('click') and Input.is_key_pressed(KEY_SHIFT):
# # To call the setter method from this script we have to use the explicit self.
# self.path_start_position = world_to_map(get_global_mouse_position())
# elif event.is_action_pressed('click'):
# self.path_end_position = world_to_map(get_global_mouse_position())
# Loops through all cells within the map's bounds and
# adds all points to the astar_node, except the obstacles.
func astar_add_walkable_cells(obstacle_list = []):

View File

@@ -47,6 +47,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
0/tile_mode = 0
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape = SubResource( 1 )
0/shape_one_way = false
0/shape_one_way_margin = 1.0
0/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -63,6 +68,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
1/tile_mode = 0
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
1/shape = SubResource( 2 )
1/shape_one_way = false
1/shape_one_way_margin = 1.0
1/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -79,6 +89,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
2/tile_mode = 0
2/occluder_offset = Vector2( 0, 0 )
2/navigation_offset = Vector2( 0, 0 )
2/shape_offset = Vector2( 0, 0 )
2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
2/shape = SubResource( 5 )
2/shape_one_way = false
2/shape_one_way_margin = 1.0
2/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -95,6 +110,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
3/tile_mode = 0
3/occluder_offset = Vector2( 0, 0 )
3/navigation_offset = Vector2( 0, 0 )
3/shape_offset = Vector2( 0, 0 )
3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
3/shape = SubResource( 6 )
3/shape_one_way = false
3/shape_one_way_margin = 1.0
3/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -111,6 +131,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
4/tile_mode = 0
4/occluder_offset = Vector2( 0, 0 )
4/navigation_offset = Vector2( 0, 0 )
4/shape_offset = Vector2( 0, 0 )
4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
4/shape = SubResource( 7 )
4/shape_one_way = false
4/shape_one_way_margin = 1.0
4/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -127,6 +152,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
5/tile_mode = 0
5/occluder_offset = Vector2( 0, 0 )
5/navigation_offset = Vector2( 0, 0 )
5/shape_offset = Vector2( 0, 0 )
5/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
5/shape = SubResource( 8 )
5/shape_one_way = true
5/shape_one_way_margin = 1.0
5/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": true,
@@ -143,6 +173,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
6/tile_mode = 0
6/occluder_offset = Vector2( 0, 0 )
6/navigation_offset = Vector2( 0, 0 )
6/shape_offset = Vector2( 0, 0 )
6/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
6/shape = SubResource( 9 )
6/shape_one_way = true
6/shape_one_way_margin = 1.0
6/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": true,
@@ -159,6 +194,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
7/tile_mode = 0
7/occluder_offset = Vector2( 0, 0 )
7/navigation_offset = Vector2( 0, 0 )
7/shape_offset = Vector2( 0, 0 )
7/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
7/shape = SubResource( 10 )
7/shape_one_way = false
7/shape_one_way_margin = 1.0
7/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -175,6 +215,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
8/tile_mode = 0
8/occluder_offset = Vector2( 0, 0 )
8/navigation_offset = Vector2( 0, 0 )
8/shape_offset = Vector2( 0, 0 )
8/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
8/shape = SubResource( 11 )
8/shape_one_way = false
8/shape_one_way_margin = 1.0
8/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -191,6 +236,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
9/tile_mode = 0
9/occluder_offset = Vector2( 0, 0 )
9/navigation_offset = Vector2( 0, 0 )
9/shape_offset = Vector2( 0, 0 )
9/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
9/shape = SubResource( 12 )
9/shape_one_way = false
9/shape_one_way_margin = 1.0
9/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -207,6 +257,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
10/tile_mode = 0
10/occluder_offset = Vector2( 0, 0 )
10/navigation_offset = Vector2( 0, 0 )
10/shape_offset = Vector2( 0, 0 )
10/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
10/shape = SubResource( 3 )
10/shape_one_way = false
10/shape_one_way_margin = 1.0
10/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -223,6 +278,10 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
11/tile_mode = 0
11/occluder_offset = Vector2( 0, 0 )
11/navigation_offset = Vector2( 0, 0 )
11/shape_offset = Vector2( 0, 0 )
11/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
11/shape_one_way = false
11/shape_one_way_margin = 0.0
11/shapes = [ ]
11/z_index = 0
12/name = "tree_trunk_1"
@@ -233,6 +292,10 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
12/tile_mode = 0
12/occluder_offset = Vector2( 0, 0 )
12/navigation_offset = Vector2( 0, 0 )
12/shape_offset = Vector2( 0, 0 )
12/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
12/shape_one_way = false
12/shape_one_way_margin = 0.0
12/shapes = [ ]
12/z_index = 0
13/name = "tree_base"
@@ -243,6 +306,11 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
13/tile_mode = 0
13/occluder_offset = Vector2( 0, 0 )
13/navigation_offset = Vector2( 0, 0 )
13/shape_offset = Vector2( 0, 0 )
13/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
13/shape = SubResource( 4 )
13/shape_one_way = false
13/shape_one_way_margin = 1.0
13/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
@@ -259,5 +327,9 @@ points = PoolVector2Array( 0, 0, 28, 0, 28, 24, 0, 24 )
14/tile_mode = 0
14/occluder_offset = Vector2( 0, 0 )
14/navigation_offset = Vector2( 0, 0 )
14/shape_offset = Vector2( 0, 0 )
14/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
14/shape_one_way = false
14/shape_one_way_margin = 0.0
14/shapes = [ ]
14/z_index = 0

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@@ -142,6 +142,8 @@ shoot={
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777350,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777238,"unicode":0,"echo":false,"script":null)
]
}
toggle_fullscreen={

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@@ -21,7 +21,7 @@ func _notification(what):
$Black.queue_free()
func _input(event):
func _unhandled_input(event):
if event.is_action_pressed("toggle_fullscreen"):
OS.window_fullscreen = not OS.window_fullscreen
get_tree().set_input_as_handled()

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@@ -235,6 +235,3 @@ func _input(event):
func animation_finished(_anim):
anim_done = true

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@@ -24,6 +24,7 @@ meshes/ensure_tangents=true
meshes/storage=0
meshes/light_baking=0
meshes/lightmap_texel_size=0.1
skins/use_named_skins=true
external_files/store_in_subdir=false
animation/import=false
animation/fps=15

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@@ -24,6 +24,7 @@ meshes/ensure_tangents=true
meshes/storage=0
meshes/light_baking=0
meshes/lightmap_texel_size=0.1
skins/use_named_skins=true
external_files/store_in_subdir=false
animation/import=true
animation/fps=15

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@@ -50,7 +50,7 @@ func _process(delta):
set_process(false)
func _input(event):
func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
var from = get_node("CameraBase/Camera").project_ray_origin(event.position)
var to = from + get_node("CameraBase/Camera").project_ray_normal(event.position) * 100

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@@ -63,7 +63,7 @@ func _physics_process(_delta):
$Button_MouseModeCaptured.set_pressed(Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED)
func _input(event):
func _unhandled_input(event):
if event is InputEventMouseMotion:
mousepos = event.position

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@@ -25,10 +25,10 @@ func _process(delta):
func _input(event):
if (event is InputEventMouseMotion):
if event is InputEventMouseMotion:
r_pos = -event.relative
if (event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo()):
if event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo():
if (state == STATE_GRAB):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
state = STATE_MENU

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@@ -20,7 +20,7 @@ func _ready():
get_viewport().connect("size_changed", self, "_root_viewport_size_changed")
func _input(event):
func _unhandled_input(event):
if event.is_action_pressed("cycle_viewport_resolution"):
scale_factor = wrapf(scale_factor + 0.25, 0.25, 2.25)
viewport.size = get_viewport().size * scale_factor

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@@ -32,7 +32,7 @@ func _mouse_entered_area():
is_mouse_inside = true
func _input(event):
func _unhandled_input(event):
# Check if the event is a non-mouse/non-touch event
var is_mouse_event = false
for mouse_event in [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch]:
@@ -161,7 +161,7 @@ func rotate_area_to_billboard():
look = node_area.translation + look
# Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
if billboard_mode == 2:
if billboard_mode == 2:
look = Vector3(look.x, 0, look.z)
node_area.look_at(look, Vector3.UP)