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Gavin An
ldefense
Commits
62aa03cc
Commit
62aa03cc
authored
Jul 21, 2026
by
Gavin An
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유닛 작업 전
parent
4b394e75
Changes
2
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2 changed files
with
17 additions
and
4 deletions
+17
-4
src/ui/unit_placement/placement_tile_overlay.tscn
src/ui/unit_placement/placement_tile_overlay.tscn
+0
-1
src/ui/virtual_joystick/virtual_joystick.gd
src/ui/virtual_joystick/virtual_joystick.gd
+17
-3
No files found.
src/ui/unit_placement/placement_tile_overlay.tscn
View file @
62aa03cc
...
@@ -56,7 +56,6 @@ size = Vector3(0.76, 0.024, 0.06)
...
@@ -56,7 +56,6 @@ size = Vector3(0.76, 0.024, 0.06)
size = Vector3(0.76, 0.024, 0.06)
size = Vector3(0.76, 0.024, 0.06)
[node name="PlacementTileOverlay" type="MeshInstance3D" unique_id=824361433]
[node name="PlacementTileOverlay" type="MeshInstance3D" unique_id=824361433]
visible = false
cast_shadow = 0
cast_shadow = 0
mesh = SubResource("CylinderMesh_y7kwe")
mesh = SubResource("CylinderMesh_y7kwe")
script = ExtResource("1_67clr")
script = ExtResource("1_67clr")
...
...
src/ui/virtual_joystick/virtual_joystick.gd
View file @
62aa03cc
...
@@ -9,6 +9,12 @@ const JOYSTICK_RADIUS: float = 54.0
...
@@ -9,6 +9,12 @@ const JOYSTICK_RADIUS: float = 54.0
const
JOYSTICK_DEADZONE
:
float
=
0.16
const
JOYSTICK_DEADZONE
:
float
=
0.16
const
MOVE_TARGET_DISTANCE
:
float
=
3.0
const
MOVE_TARGET_DISTANCE
:
float
=
3.0
const
MOVE_COMMAND_INTERVAL
:
float
=
0.08
const
MOVE_COMMAND_INTERVAL
:
float
=
0.08
const
KEYBOARD_SKILL_SLOTS
:
Dictionary
=
{
KEY_Q
:
"Q"
,
KEY_W
:
"W"
,
KEY_E
:
"E"
,
KEY_R
:
"R"
}
var
_hero
:
Node3D
=
null
var
_hero
:
Node3D
=
null
var
_move_vector
:
Vector2
=
Vector2
.
ZERO
var
_move_vector
:
Vector2
=
Vector2
.
ZERO
...
@@ -34,17 +40,25 @@ func _ready() -> void:
...
@@ -34,17 +40,25 @@ func _ready() -> void:
visible
=
false
visible
=
false
set_process
(
false
)
set_process
(
false
)
## 키보드 공격 입력을 처리합니다.
## 키보드 공격
/스킬
입력을 처리합니다.
## A
키는 화면의 ATK 버튼과 완전히 같은 _on_attack_pressed()
경로를 사용해 입력별 동작 차이를 없앱니다.
## A
/Q/W/E/R 키는 화면 버튼과 같은 함수
경로를 사용해 입력별 동작 차이를 없앱니다.
func
_unhandled_input
(
event
:
InputEvent
)
->
void
:
func
_unhandled_input
(
event
:
InputEvent
)
->
void
:
if
not
visible
or
not
is_instance_valid
(
_hero
)
or
_is_game_over
():
if
not
visible
or
not
is_instance_valid
(
_hero
)
or
_is_game_over
():
return
return
if
event
is
InputEventKey
:
if
event
is
InputEventKey
:
var
key_event
:
InputEventKey
=
event
as
InputEventKey
var
key_event
:
InputEventKey
=
event
as
InputEventKey
if
key_event
.
pressed
and
not
key_event
.
echo
and
key_event
.
keycode
==
KEY_A
:
if
not
key_event
.
pressed
or
key_event
.
echo
:
return
if
key_event
.
keycode
==
KEY_A
:
_on_attack_pressed
()
_on_attack_pressed
()
get_viewport
()
.
set_input_as_handled
()
get_viewport
()
.
set_input_as_handled
()
return
if
KEYBOARD_SKILL_SLOTS
.
has
(
key_event
.
keycode
):
_on_skill_pressed
(
KEYBOARD_SKILL_SLOTS
[
key_event
.
keycode
])
get_viewport
()
.
set_input_as_handled
()
func
_process
(
delta
:
float
)
->
void
:
func
_process
(
delta
:
float
)
->
void
:
if
not
is_instance_valid
(
_hero
)
or
_is_game_over
():
if
not
is_instance_valid
(
_hero
)
or
_is_game_over
():
...
...
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