func _pick_head_track_target() -> void:
if _head_track_arr.is_empty():
_head_track_target = null
- _skin.set_head_target(Vector3.ZERO)
- _skin.set_eyes_target(Vector3.ZERO)
+ _skin.set_head_target(null)
+ _skin.set_eyes_target(null)
else:
var target: Node3D = _head_track_arr.front()
_head_track_target = target
- _skin.set_head_target(target.global_position)
- _skin.set_eyes_target(target.global_position)
+ _skin.set_head_target(target)
+ _skin.set_eyes_target(target)
# if we find a head tracking obj, add it to the array unless it's already there
func _on_head_turn_area_entered(area: Area3D) -> void:
- for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
+ for node in area.get_children().filter(func(c: Node3D): return c.is_in_group("player-headTrack")):
var i = _head_track_arr.find(node)
if i < 0:
_head_track_arr.append(node)
func _on_head_turn_area_exited(area: Area3D) -> void:
- for node in area.get_parent().get_children().filter(func(c): return c.is_in_group("player-headTrack")):
+ for node in area.get_children().filter(func(c: Node3D): return c.is_in_group("player-headTrack")):
var i = _head_track_arr.find(node)
if i >= 0:
_head_track_arr.remove_at(i)