var player_input_direction := Vector2.ZERO
-@onready var _input: InputHandler = %Input
-@onready var _spring: SpringArm3D = $spring
+@onready var input: InputHandler
+@onready var spring: SpringArm3D = $spring
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
- _spring.spring_length = camera_distance
+ spring.spring_length = camera_distance
func _unhandled_input(event: InputEvent) -> void:
elif event is InputEventJoypadMotion:
# TODO: add these settings!
camera_input_method = CameraInput.JOYSTICK
- camera_input_direction = _input.get_camera_input_direction()
+ camera_input_direction = input.get_camera_input_direction()
camera_input_direction *= Vector2(joystick_sensitivity_x, -joystick_sensitivity_y)
camera_input_direction = Vector2.ZERO
# change spring length
- _spring.spring_length = lerp(
- _spring.spring_length, camera_distance, delta
+ spring.spring_length = lerp(
+ spring.spring_length, camera_distance, delta
)