perf: harden runtime for weaker hardware
This commit is contained in:
+13
-3
@@ -19,6 +19,8 @@ signal interaction_feedback(heading: String, message: String, succeeded: bool)
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@export var interaction_range := 3.0
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@export var villager_inspection_range := 3.0
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@onready var combat_controller: Node = get_node_or_null("PlayerCombatController")
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func _ready() -> void:
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add_to_group("grass_interactors")
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@@ -44,9 +46,17 @@ func _physics_process(delta: float) -> void:
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var direction := (right * input.x + forward * -input.y).normalized()
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var target_velocity := direction * move_speed
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velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
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velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
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var dash_velocity := Vector3.ZERO
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if combat_controller != null and combat_controller.has_method("get_dash_velocity"):
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dash_velocity = combat_controller.get_dash_velocity()
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if not dash_velocity.is_zero_approx():
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target_velocity = dash_velocity
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direction = dash_velocity.normalized()
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velocity.x = target_velocity.x
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velocity.z = target_velocity.z
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else:
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velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
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velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
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if not is_on_floor():
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velocity.y -= 30.0 * delta
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