diff options
author | Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | 2021-10-27 11:24:52 -0700 |
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committer | GitHub <noreply@github.com> | 2021-10-27 11:24:52 -0700 |
commit | a1092d14c5ab3850da752b9eb26540919310e403 (patch) | |
tree | 312d5be50d2b47bd4b5a67bdc8b7b890048c1815 /scene/2d | |
parent | 5fadebed4c86ac8e431a183ac923198520096c11 (diff) | |
parent | ee3e43c8538e2108613fb34c9c817569ecca8196 (diff) |
Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wall
Fix #54298 where a CharacterBody2D can be stuck on the wall.
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 15 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 2 |
2 files changed, 5 insertions, 12 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 41288d646f..4d4d21bad7 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -1101,7 +1101,7 @@ bool CharacterBody2D::move_and_slide() { } if (motion_mode == MOTION_MODE_GROUNDED) { - _move_and_slide_grounded(delta, was_on_floor, current_platform_velocity); + _move_and_slide_grounded(delta, was_on_floor); } else { _move_and_slide_free(delta); } @@ -1122,14 +1122,11 @@ bool CharacterBody2D::move_and_slide() { return motion_results.size() > 0; } -void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { +void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { Vector2 motion = motion_velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); Vector2 prev_floor_normal = floor_normal; - RID prev_platform_rid = platform_rid; - ObjectID prev_platform_object_id = platform_object_id; - int prev_platform_layer = platform_layer; platform_rid = RID(); platform_object_id = ObjectID(); @@ -1202,12 +1199,8 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo gt.elements[2] -= result.travel; set_global_transform(gt); } - on_floor = true; - platform_rid = prev_platform_rid; - platform_object_id = prev_platform_object_id; - platform_layer = prev_platform_layer; - platform_velocity = p_prev_platform_velocity; - floor_normal = prev_floor_normal; + // Determines if you are on the ground. + _snap_on_floor(true, false); motion_velocity = Vector2(); last_motion = Vector2(); motion = Vector2(); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index d1f52b33f2..15e8469bb4 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -416,7 +416,7 @@ private: MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const; void _move_and_slide_free(double p_delta); - void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); Ref<KinematicCollision2D> _get_last_slide_collision(); |