Fix physics tick count in Input.action_press and Input.action_release
The physics tick count was not yet updated there.
This commit is contained in:
parent
97b8ad1af0
commit
b41ec93d63
|
@ -890,8 +890,9 @@ void Input::action_press(const StringName &p_action, float p_strength) {
|
|||
// Create or retrieve existing action.
|
||||
ActionState &action_state = action_states[p_action];
|
||||
|
||||
// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
|
||||
if (!action_state.cache.pressed) {
|
||||
action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames();
|
||||
action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
|
||||
action_state.pressed_process_frame = Engine::get_singleton()->get_process_frames();
|
||||
}
|
||||
action_state.exact = true;
|
||||
|
@ -908,7 +909,8 @@ void Input::action_release(const StringName &p_action) {
|
|||
action_state.cache.pressed = 0;
|
||||
action_state.cache.strength = 0.0;
|
||||
action_state.cache.raw_strength = 0.0;
|
||||
action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames();
|
||||
// As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick.
|
||||
action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
|
||||
action_state.released_process_frame = Engine::get_singleton()->get_process_frames();
|
||||
action_state.device_states.clear();
|
||||
action_state.exact = true;
|
||||
|
|
Loading…
Reference in New Issue