Merge pull request #94413 from rburing/fix_action_press_tick

Fix physics tick count in `Input.action_press` and `Input.action_release`
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Rémi Verschelde 2024-07-17 11:44:31 +02:00
commit 59737bf3f0
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@ -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;