Merge pull request #94421 from lawnjelly/fix_action_press_tick

[3.x] Fix physics tick count in `Input.action_press` and `Input.action_rele…
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lawnjelly 2024-07-16 08:35:50 +01:00 committed by GitHub
commit 49339fd9ec
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@ -646,7 +646,8 @@ void InputDefault::action_press(const StringName &p_action, float p_strength) {
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.pressed_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.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action.pressed_idle_frame = Engine::get_singleton()->get_idle_frames();
action.pressed = true;
action.exact = true;
@ -658,7 +659,8 @@ void InputDefault::action_release(const StringName &p_action) {
// Create or retrieve existing action.
Action &action = action_state[p_action];
action.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.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1;
action.released_idle_frame = Engine::get_singleton()->get_idle_frames();
action.pressed = false;
action.exact = true;