Fix physics tick counter

The counter is now incremented at the start of a physics tick rather than the end.
This commit is contained in:
lawnjelly
2024-06-09 15:34:23 +01:00
parent e2c7073b4e
commit 40961d62e2
4 changed files with 6 additions and 5 deletions

View File

@@ -506,13 +506,14 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
// If not echo and action pressed state has changed
if (!p_event->is_echo() && is_action_pressed(E->key(), false) != p_event->is_action_pressed(E->key())) {
// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
if (p_event->is_action_pressed(E->key())) {
action.pressed = true;
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
action.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action.pressed_idle_frame = Engine::get_singleton()->get_idle_frames();
} else {
action.pressed = false;
action.released_physics_frame = Engine::get_singleton()->get_physics_frames();
action.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action.released_idle_frame = Engine::get_singleton()->get_idle_frames();
}
action.strength = 0.0f;