Use _unhandled_input to control character so it won't interfere with UI coming on top
parent
dcc32eb030
commit
9359f84345
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@ -80,7 +80,7 @@ func _physics_process(delta):
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_action_remove = false
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_action_remove = false
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func _input(event):
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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if event.pressed:
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if event.pressed:
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match event.button_index:
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match event.button_index:
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@ -55,6 +55,7 @@ material/0 = null
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[node name="CenterContainer" type="CenterContainer" parent="."]
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[node name="CenterContainer" type="CenterContainer" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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@ -64,4 +65,5 @@ margin_left = 504.0
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margin_top = 292.0
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margin_top = 292.0
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margin_right = 520.0
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margin_right = 520.0
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margin_bottom = 308.0
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margin_bottom = 308.0
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mouse_filter = 2
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texture = ExtResource( 4 )
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texture = ExtResource( 4 )
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@ -1,4 +1,3 @@
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extends Spatial
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extends Spatial
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export var sensitivity = 0.4
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export var sensitivity = 0.4
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@ -18,7 +17,7 @@ func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _input(event):
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func _unhandled_input(event):
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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if event.pressed and Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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if event.pressed and Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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if capture_mouse:
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if capture_mouse:
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