basic targeting system
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=56 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=58 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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@@ -47,6 +47,7 @@
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[ext_resource type="Texture2D" uid="uid://bnwj7ltdfximr" path="res://icon.svg" id="30_h23go"]
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[ext_resource type="Texture2D" uid="uid://chvt6g0xn5c2m" path="res://systems/dash/light-ring.jpg" id="32_lgpc8"]
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[ext_resource type="Script" uid="uid://b4dwolbvt8our" path="res://addons/godot_state_charts/history_state.gd" id="41_ruloh"]
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[ext_resource type="Texture2D" uid="uid://buu21kg4kkhiw" path="res://guide_examples/shared/fireball/fireball.svg" id="42_cmijs"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_xc2g5"]
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height = 1.7
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@@ -57,6 +58,9 @@ radius = 0.45
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[sub_resource type="SphereShape3D" id="SphereShape3D_q14ux"]
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radius = 1.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_cmijs"]
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radius = 1.0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nodcl"]
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transparency = 1
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albedo_color = Color(0, 0.627451, 0.6313726, 0.49019608)
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@@ -202,6 +206,13 @@ monitorable = false
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -1.5)
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shape = SubResource("SphereShape3D_q14ux")
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[node name="CloseEnemyDetector" type="ShapeCast3D" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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shape = SubResource("SphereShape3D_cmijs")
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target_position = Vector3(0, 0, -5)
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collision_mask = 16
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[node name="StairsSystem" type="Node3D" parent="."]
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script = ExtResource("7_bmt5a")
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@@ -344,7 +355,6 @@ enabled = false
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initial_node_to_watch = NodePath("../StateChart")
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[node name="UI" type="Control" parent="."]
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visible = false
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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@@ -434,6 +444,23 @@ unique_name_in_owner = true
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custom_minimum_size = Vector2(100, 10)
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layout_mode = 2
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[node name="EnemyTarget" type="TextureRect" parent="UI"]
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unique_name_in_owner = true
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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grow_horizontal = 2
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grow_vertical = 2
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texture = ExtResource("42_cmijs")
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expand_mode = 1
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[node name="StateChart" type="Node" parent="."]
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script = ExtResource("25_wv70j")
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metadata/_custom_type_script = "uid://couw105c3bde4"
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@@ -4,16 +4,36 @@ using System;
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public partial class PlayerUi : Control
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{
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private TextureRect[] _dashIcons = new TextureRect[3];
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private TextureRect _enemyTarget;
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public enum TargetState
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{
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NoTarget,
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TargetTooFar,
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TargetInRange,
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}
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public record TargetProperties(TargetState State, Vector2 Position);
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public override void _Ready()
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{
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base._Ready();
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_dashIcons[0] = GetNode<TextureRect>("%Dash1");
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_dashIcons[1] = GetNode<TextureRect>("%Dash2");
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_dashIcons[2] = GetNode<TextureRect>("%Dash3");
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_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
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}
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public void SetEnemyTargetProperties(TargetProperties targetProperties)
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{
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var (state, position) = targetProperties;
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var visible = state != TargetState.NoTarget;
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_enemyTarget.SetVisible(visible);
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_enemyTarget.SetPosition(position);
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}
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public void SetNumberOfDashesLeft(int numberOfDashes)
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{
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int index = 1;
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@@ -341,6 +341,9 @@ public partial class PlayerController : CharacterBody3D,
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private bool _canAttack = true;
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private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
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private ShapeCast3D _closeEnemyDetector;
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private Camera3D _camera;
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public override void _Ready()
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{
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LoadSettings();
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@@ -351,6 +354,8 @@ public partial class PlayerController : CharacterBody3D,
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// General use stuff
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PlayerUi = GetNode<PlayerUi>("UI");
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_closeEnemyDetector = GetNode<ShapeCast3D>("%CloseEnemyDetector");
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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PowerCooldownIndicator.Visible = false;
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@@ -366,7 +371,7 @@ public partial class PlayerController : CharacterBody3D,
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// Camera stuff
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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_camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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// Movement stuff
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@@ -479,8 +484,8 @@ public partial class PlayerController : CharacterBody3D,
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_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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MantleSystem.Init();
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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DashSystem.Init(HeadSystem, camera);
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WeaponSystem.Init(HeadSystem, camera);
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DashSystem.Init(HeadSystem, _camera);
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WeaponSystem.Init(HeadSystem, _camera);
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WallHugSystem.Init();
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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@@ -1789,11 +1794,20 @@ public partial class PlayerController : CharacterBody3D,
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{
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if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
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// Manage head and camera movement
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LookAround(delta);
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// Manage general movement
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Velocity += ComputeKnockback();
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MoveSlideAndHandleStairs((float) delta);
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MantleSystem.ProcessMantle(_grounded.Active);
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// Manage gameplay systems
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MantleSystem.ProcessMantle(_grounded.Active);
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HandleEnemyTargeting();
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if (_closeEnemyDetector.IsColliding())
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// Manage dash target and tutorial specific stuff
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if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
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{
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DashIndicatorMesh.Visible = false;
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@@ -1806,6 +1820,28 @@ public partial class PlayerController : CharacterBody3D,
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DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
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}
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}
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public void HandleEnemyTargeting()
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{
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_closeEnemyDetector.SetRotation(HeadSystem.GetGlobalLookRotation());
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var enemyTargetState = PlayerUi.TargetState.NoTarget;
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var positionOnScreen = Vector2.Zero;
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if (!_closeEnemyDetector.IsColliding())
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{
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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return;
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}
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var collidedObject = _closeEnemyDetector.GetCollider(0);
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if (collidedObject is not Node3D target)
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{
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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return;
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}
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enemyTargetState = PlayerUi.TargetState.TargetInRange;
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positionOnScreen = _camera.UnprojectPosition(target.GlobalPosition);
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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}
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///////////////////////////
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// Hit Management ///////
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