Improve interface accessibility and UI reliability

This commit is contained in:
Alexander Sellite 2026-07-30 00:54:53 -04:00
parent ba4476511f
commit 3734d4a168
29 changed files with 514 additions and 224 deletions

View file

@ -216,12 +216,12 @@ func show_bite() -> void:
_bite_tween.finished.connect(_on_bite_tween_finished)
func show_withdrawal_position(position: Vector3) -> void:
func show_withdrawal_position(world_position: Vector3) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.global_position = _with_water_height(position)
_bobber.global_position = _with_water_height(world_position)
func begin_reeling() -> void:
@ -232,12 +232,12 @@ func begin_reeling() -> void:
_cast_position = _with_water_height(_bobber.global_position)
func show_reel_position(position: Vector3, _input_held: bool) -> void:
func show_reel_position(world_position: Vector3, _input_held: bool) -> void:
if _mode != VisualMode.FISHING:
return
_kill_active_tween()
_bobber.global_position = _with_water_height(position)
_bobber.global_position = _with_water_height(world_position)
func play_outcome(outcome: StringName) -> void:
@ -371,8 +371,12 @@ func _calculate_pickup_position(target: Vector3) -> Vector3:
return player_on_water + outward * pickup_distance
func _with_water_height(position: Vector3) -> Vector3:
return Vector3(position.x, get_water_surface_height(), position.z)
func _with_water_height(world_position: Vector3) -> Vector3:
return Vector3(
world_position.x,
get_water_surface_height(),
world_position.z,
)
func _update_line(delta: float) -> void:

View file

@ -1082,7 +1082,7 @@ func get_fishable_water_region(
query,
32
)
var selected_region: FishableWaterRegionType
var selected_region: FishableWaterRegionType = null
for result: Dictionary in results:
var collider: Object = result.get("collider")
var region: FishableWaterRegionType = collider as FishableWaterRegionType

View file

@ -9,8 +9,8 @@ var _target: Vector3
var _active: bool = false
func setup(owner: Player) -> void:
_owner = owner
func setup(owning_player: Player) -> void:
_owner = owning_player
_bobber = MeshInstance3D.new()
var bobber_mesh := SphereMesh.new()
bobber_mesh.radius = 0.12
@ -43,11 +43,11 @@ func show_cast(target: Vector3) -> void:
_redraw_line()
func update_bobber(position: Vector3) -> void:
if not _active or not position.is_finite():
func update_bobber(world_position: Vector3) -> void:
if not _active or not world_position.is_finite():
return
_target = position
_bobber.global_position = position
_target = world_position
_bobber.global_position = world_position
_redraw_line()