Add cap sprite to child scene and update project configuration

This commit is contained in:
2025-04-26 03:52:45 +02:00
parent d95176fba0
commit 0c1192536c
374 changed files with 11968 additions and 1276 deletions

View File

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@tool
@icon("res://addons/guide/inputs/guide_input.svg")
## A class representing some actuated input.
class_name GUIDEInput
extends Resource
## The current valueo f this input. Depending on the input type only parts of the
## returned vector may be relevant.
var _value:Vector3 = Vector3.ZERO
## Whether this input needs a reset per frame. _input is only called when
## there is input happening, but some GUIDE inputs may need to be reset
## in the absence of input.
func _needs_reset() -> bool:
return false
## Resets the input value to the default value. Is called once per frame if
## _needs_reset returns true.
func _reset() -> void:
_value = Vector3.ZERO
## Called when an input event happens. Should update the
## the input value of this input.
func _input(event:InputEvent):
pass
## Returns whether this input is the same input as the other input.
func is_same_as(other:GUIDEInput) -> bool:
return false
## Called when the input is started to be used by GUIDE. Can be used to perform
## initializations.
func _begin_usage() -> void :
pass
## Called, when the input is no longer used by GUIDE. Can be used to perform
## cleanup.
func _end_usage() -> void:
pass
func _editor_name() -> String:
return ""
func _editor_description() -> String:
return ""
func _native_value_type() -> GUIDEAction.GUIDEActionValueType:
return -1