moved movement code to player
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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path.s3tc="res://.godot/imported/kenney-green-checkerboar-cc0.png-2ce8609a39a655125c8e037014f6f2db.s3tc.ctex"
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[deps]
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source_file="res://player_controller/Examples/MovementTestbed/Hills/kenney-green-checkerboar-cc0.png"
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using Godot;
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// This script is an example of how you can create game systems that
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// interact with PlayerController. This script applies a low gravity effect
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// to any PlayerController that enters the Area3D. It does this by modifying
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// the value of AdditionalGravityPower owned by the Gravity child of
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// PlayerController.
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namespace Movementtests.player_controller.Examples.MovementTestbed;
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public partial class LowGravityArea3D : Area3D
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{
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[Export] public float GravityReduction { set; get; } = 0.4f;
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public override void _Ready()
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{
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BodyEntered += (Node3D body) =>
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{
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if (body is PlayerController player) {
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player.Gravity.AdditionalGravityPower *= GravityReduction;
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GD.Print("Low Gravity Zone Entered");
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}
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};
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BodyExited += (Node3D body) =>
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{
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if (body is PlayerController player) {
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player.Gravity.AdditionalGravityPower /= GravityReduction;
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GD.Print("Low Gravity Zone Exited");
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}
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};
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}
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}
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uid://ctypnlbfptf03
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[gd_scene load_steps=45 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=43 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="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="Curve" uid="uid://c2a8soliruf35" path="res://systems/dash/dash_time_dilation.tres" id="2_2q0ik"]
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[ext_resource type="Curve" uid="uid://c2a8soliruf35" path="res://systems/dash/dash_time_dilation.tres" id="2_2q0ik"]
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@ -13,7 +13,6 @@
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[ext_resource type="Resource" uid="uid://c3e0ivgaxrsyb" path="res://systems/inputs/base_mode/aim_down.tres" id="8_obsfv"]
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[ext_resource type="Resource" uid="uid://c3e0ivgaxrsyb" path="res://systems/inputs/base_mode/aim_down.tres" id="8_obsfv"]
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[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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[ext_resource type="Resource" uid="uid://7wm8ywvujwf" path="res://systems/inputs/base_mode/aim_cancel.tres" id="9_5p2qc"]
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[ext_resource type="Resource" uid="uid://7wm8ywvujwf" path="res://systems/inputs/base_mode/aim_cancel.tres" id="9_5p2qc"]
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[ext_resource type="Script" uid="uid://bt0xv2q8iv1vn" path="res://player_controller/Scripts/Gravity.cs" id="9_lsueh"]
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[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
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[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
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[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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@ -28,7 +27,6 @@
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[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
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[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
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[ext_resource type="Resource" uid="uid://htqvokm8mufq" path="res://systems/inputs/base_mode/move.tres" id="17_h6vvl"]
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[ext_resource type="Resource" uid="uid://htqvokm8mufq" path="res://systems/inputs/base_mode/move.tres" id="17_h6vvl"]
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||||||
[ext_resource type="PackedScene" uid="uid://cqduhd4opgwvm" path="res://systems/dash/dash_system.tscn" id="18_q5h8a"]
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[ext_resource type="PackedScene" uid="uid://cqduhd4opgwvm" path="res://systems/dash/dash_system.tscn" id="18_q5h8a"]
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||||||
[ext_resource type="Script" uid="uid://dyy5njw6pxoh4" path="res://systems/move/MoveSystem.cs" id="20_rxwoh"]
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[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="22_rpwev"]
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[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="22_rpwev"]
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[ext_resource type="PackedScene" uid="uid://bcwkugn6v3oy7" path="res://addons/godot_state_charts/utilities/state_chart_debugger.tscn" id="24_q5h8a"]
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[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="25_wv70j"]
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[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="25_wv70j"]
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@ -51,7 +49,11 @@ blend_mode = 1
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[node name="Player" type="CharacterBody3D"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_poq2x")
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script = ExtResource("1_poq2x")
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TimeScaleAimInAir = 0.15
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AccelerationSpeedFactorFloor = 3.0
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Weight = 3.5
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StartVelocity = 0.7
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JumpFromDashSpeedFactor = 4.0
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WallHugHorizontalDeceleration = 3.0
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MaxJumpBoostAfterDashing = 0.7
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MaxJumpBoostAfterDashing = 0.7
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MaxNumberOfDashActions = 2
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MaxNumberOfDashActions = 2
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||||||
PerfectlyTimedActionTimer = 0.3
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PerfectlyTimedActionTimer = 0.3
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@ -135,20 +137,6 @@ target_position = Vector3(0, 1, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.296, 1.4, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.296, 1.4, 0)
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target_position = Vector3(0, 1, 0)
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target_position = Vector3(0, 1, 0)
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[node name="MoveSystem" type="Node3D" parent="."]
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script = ExtResource("20_rxwoh")
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WalkSpeed = 7.0
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SprintSpeed = 7.0
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AccelerationSpeedFactorFloor = 3.0
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ApexHoldTime = 0.2
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WallHugGravityReducingFactor = 0.2
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[node name="Gravity" type="Node3D" parent="."]
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script = ExtResource("9_lsueh")
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Weight = 3.5
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StartVelocity = 0.7
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JumpFromDashSpeedFactor = 4.0
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||||||
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||||||
[node name="TweenQueueSystem" parent="." instance=ExtResource("22_rpwev")]
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[node name="TweenQueueSystem" parent="." instance=ExtResource("22_rpwev")]
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||||||
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||||||
[node name="WallHugSystem" type="Node3D" parent="."]
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[node name="WallHugSystem" type="Node3D" parent="."]
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||||||
@ -425,7 +413,7 @@ delay_in_seconds = "0.0"
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|||||||
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||||||
[node name="OnGrounded" type="Node" parent="StateChart/Root/Movement"]
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[node name="OnGrounded" type="Node" parent="StateChart/Root/Movement"]
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||||||
script = ExtResource("28_n7qhm")
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script = ExtResource("28_n7qhm")
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||||||
to = NodePath("../Grounded/Standing")
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to = NodePath("../Grounded")
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||||||
event = &"grounded"
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event = &"grounded"
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||||||
delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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||||||
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||||||
@ -473,51 +461,26 @@ script = ExtResource("27_34snm")
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|||||||
script = ExtResource("27_34snm")
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script = ExtResource("27_34snm")
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||||||
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||||||
[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
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[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
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||||||
script = ExtResource("26_infe6")
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||||||
initial_state = NodePath("Standing")
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||||||
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||||||
[node name="Standing" type="Node" parent="StateChart/Root/Movement/Grounded"]
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||||||
script = ExtResource("27_34snm")
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script = ExtResource("27_34snm")
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||||||
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||||||
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded"]
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||||||
script = ExtResource("28_n7qhm")
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/DoubleJumpEnabled")
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to = NodePath("../../Airborne/DoubleJumpEnabled")
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event = &"jump"
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event = &"jump"
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delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Grounded"]
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||||||
script = ExtResource("28_n7qhm")
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script = ExtResource("28_n7qhm")
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||||||
to = NodePath("../../../Airborne/CoyoteEnabled")
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to = NodePath("../../Airborne/Falling")
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event = &"megajump"
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delay_in_seconds = "0.0"
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||||||
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||||||
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded"]
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||||||
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script = ExtResource("28_n7qhm")
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||||||
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to = NodePath("../../Airborne/CoyoteEnabled")
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||||||
event = &"start_falling"
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event = &"start_falling"
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||||||
delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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||||||
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||||||
[node name="OnCrouch" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Crouched")
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event = &"crouch"
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||||||
delay_in_seconds = "0.0"
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||||||
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||||||
[node name="Crouched" type="Node" parent="StateChart/Root/Movement/Grounded"]
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script = ExtResource("27_34snm")
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||||||
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||||||
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Crouched"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/DoubleJumpEnabled")
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event = &"jump"
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delay_in_seconds = "0.0"
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||||||
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Crouched"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/CoyoteEnabled")
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||||||
event = &"start_falling"
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delay_in_seconds = "0.0"
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||||||
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[node name="OnStandUp" type="Node" parent="StateChart/Root/Movement/Grounded/Crouched"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Standing")
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event = &"crouch"
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delay_in_seconds = "0.0"
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||||||
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[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
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[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("26_infe6")
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script = ExtResource("26_infe6")
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||||||
initial_state = NodePath("CoyoteEnabled")
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initial_state = NodePath("CoyoteEnabled")
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||||||
@ -541,6 +504,12 @@ to = NodePath("../../DoubleJumpEnabled")
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event = &"jump"
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event = &"jump"
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delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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||||||
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||||||
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[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/Airborne/CoyoteEnabled"]
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||||||
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script = ExtResource("28_n7qhm")
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||||||
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to = NodePath("../../Falling")
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||||||
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event = &"megajump"
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||||||
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delay_in_seconds = "0.0"
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||||||
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||||||
[node name="OnExpiration" type="Node" parent="StateChart/Root/Movement/Airborne/CoyoteEnabled"]
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[node name="OnExpiration" type="Node" parent="StateChart/Root/Movement/Airborne/CoyoteEnabled"]
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||||||
script = ExtResource("28_n7qhm")
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script = ExtResource("28_n7qhm")
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||||||
to = NodePath("../../DoubleJumpEnabled")
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to = NodePath("../../DoubleJumpEnabled")
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@ -556,6 +525,12 @@ to = NodePath("../../Falling")
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event = &"jump"
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event = &"jump"
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delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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||||||
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[node name="OnDash" type="Node" parent="StateChart/Root/Movement/Airborne/DoubleJumpEnabled"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Falling")
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event = &"dash"
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delay_in_seconds = "0.0"
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||||||
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[node name="Falling" type="Node" parent="StateChart/Root/Movement/Airborne"]
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[node name="Falling" type="Node" parent="StateChart/Root/Movement/Airborne"]
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||||||
script = ExtResource("27_34snm")
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script = ExtResource("27_34snm")
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||||||
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@ -575,6 +550,15 @@ to = NodePath("../../Airborne/DoubleJumpEnabled")
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event = &"jump"
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event = &"jump"
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delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
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||||||
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[node name="HugCanceled" type="Node" parent="StateChart/Root/Movement/OnWall"]
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script = ExtResource("27_34snm")
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||||||
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||||||
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[node name="ToHanging" type="Node" parent="StateChart/Root/Movement/OnWall/HugCanceled"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Hanging")
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event = &"oh_hit_wall"
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delay_in_seconds = "0.0"
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|
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[node name="Hugging" type="Node" parent="StateChart/Root/Movement/OnWall"]
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[node name="Hugging" type="Node" parent="StateChart/Root/Movement/OnWall"]
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||||||
script = ExtResource("27_34snm")
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script = ExtResource("27_34snm")
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||||||
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|
||||||
@ -584,13 +568,19 @@ to = NodePath("../../../Airborne/CoyoteEnabled")
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|||||||
event = &"start_falling"
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event = &"start_falling"
|
||||||
delay_in_seconds = "0.0"
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delay_in_seconds = "0.0"
|
||||||
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|
||||||
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[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/OnWall/Hugging"]
|
||||||
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script = ExtResource("28_n7qhm")
|
||||||
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to = NodePath("../../HugCanceled")
|
||||||
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event = &"dash"
|
||||||
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delay_in_seconds = "0.0"
|
||||||
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|
||||||
[node name="Hanging" type="Node" parent="StateChart/Root/Movement/OnWall"]
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[node name="Hanging" type="Node" parent="StateChart/Root/Movement/OnWall"]
|
||||||
script = ExtResource("27_34snm")
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script = ExtResource("27_34snm")
|
||||||
|
|
||||||
[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/OnWall/Hanging"]
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[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/OnWall/Hanging"]
|
||||||
script = ExtResource("28_n7qhm")
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script = ExtResource("28_n7qhm")
|
||||||
to = NodePath("../../../Airborne/CoyoteEnabled")
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to = NodePath("../../Hugging")
|
||||||
event = &"cancel"
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event = &"dash"
|
||||||
delay_in_seconds = "0.0"
|
delay_in_seconds = "0.0"
|
||||||
|
|
||||||
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
|
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
|
||||||
|
@ -107,7 +107,6 @@ public partial class HealthSystem : Node3D
|
|||||||
private float _currentHealthInPrevFrame;
|
private float _currentHealthInPrevFrame;
|
||||||
|
|
||||||
private float _currentVelocityYInAir;
|
private float _currentVelocityYInAir;
|
||||||
private Gravity _gravity;
|
|
||||||
|
|
||||||
private CharacterBody3D _characterBody3D;
|
private CharacterBody3D _characterBody3D;
|
||||||
|
|
||||||
@ -144,7 +143,6 @@ public partial class HealthSystem : Node3D
|
|||||||
|
|
||||||
public struct HealthSystemInitParams
|
public struct HealthSystemInitParams
|
||||||
{
|
{
|
||||||
public Gravity Gravity;
|
|
||||||
public CharacterBody3D Parent;
|
public CharacterBody3D Parent;
|
||||||
public Camera3D Camera;
|
public Camera3D Camera;
|
||||||
public Node3D Head;
|
public Node3D Head;
|
||||||
@ -160,7 +158,6 @@ public partial class HealthSystem : Node3D
|
|||||||
|
|
||||||
_currentSpeed = SpeedMin;
|
_currentSpeed = SpeedMin;
|
||||||
|
|
||||||
_gravity = initParams.Gravity;
|
|
||||||
_characterBody3D = initParams.Parent;
|
_characterBody3D = initParams.Parent;
|
||||||
_camera = initParams.Camera;
|
_camera = initParams.Camera;
|
||||||
|
|
||||||
|
@ -5,6 +5,14 @@ using Movementtests.systems;
|
|||||||
using Movementtests.player_controller.Scripts;
|
using Movementtests.player_controller.Scripts;
|
||||||
using RustyOptions;
|
using RustyOptions;
|
||||||
|
|
||||||
|
public enum JumpTypes
|
||||||
|
{
|
||||||
|
SimpleJump,
|
||||||
|
DoubleJump,
|
||||||
|
JumpFromDash,
|
||||||
|
JumpFromWall
|
||||||
|
}
|
||||||
|
|
||||||
public partial class PlayerController : CharacterBody3D
|
public partial class PlayerController : CharacterBody3D
|
||||||
{
|
{
|
||||||
// User API to important child nodes.
|
// User API to important child nodes.
|
||||||
@ -16,9 +24,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
public MantleSystem MantleSystem;
|
public MantleSystem MantleSystem;
|
||||||
public DashSystem DashSystem;
|
public DashSystem DashSystem;
|
||||||
public CapsuleCollider CapsuleCollider;
|
public CapsuleCollider CapsuleCollider;
|
||||||
public Gravity Gravity;
|
|
||||||
public HealthSystem HealthSystem;
|
public HealthSystem HealthSystem;
|
||||||
public MoveSystem MoveSystem;
|
|
||||||
public TweenQueueSystem TweenQueueSystem;
|
public TweenQueueSystem TweenQueueSystem;
|
||||||
public Node3D WeaponRoot;
|
public Node3D WeaponRoot;
|
||||||
public WeaponSystem WeaponSystem;
|
public WeaponSystem WeaponSystem;
|
||||||
@ -49,8 +55,40 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
private Timer _dashCooldownTimer;
|
private Timer _dashCooldownTimer;
|
||||||
private Timer _empowerTimeDownscale;
|
private Timer _empowerTimeDownscale;
|
||||||
|
|
||||||
|
[ExportCategory("Movement")]
|
||||||
|
[ExportGroup("Ground")]
|
||||||
|
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||||
|
public float WalkSpeed { get; set; } = 7.0f;
|
||||||
|
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||||
|
public float AccelerationSpeedFactorFloor = 5.0f;
|
||||||
|
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||||
|
public float DecelerationSpeedFactorFloor = 5.0f;
|
||||||
|
[ExportGroup("Air")]
|
||||||
|
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||||
|
public float DecelerationSpeedFactorAir = 1.0f;
|
||||||
|
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
|
||||||
|
public float Weight { get; set; } = 3.0f;
|
||||||
|
[ExportGroup("Jump")]
|
||||||
|
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
|
||||||
|
public float StartVelocity { get; set; } = 1.0f;
|
||||||
|
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
|
||||||
|
public float DoubleJumpSpeedFactor { get; set; } = 2f;
|
||||||
|
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
|
||||||
|
public float JumpFromDashSpeedFactor { get; set; } = 2f;
|
||||||
|
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
|
||||||
|
public float JumpFromWallSpeedFactor { get; set; } = 2f;
|
||||||
|
[ExportGroup("WallHug")]
|
||||||
|
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
|
||||||
|
public float WallHugDownwardSpeed { get; set; } = 2f;
|
||||||
|
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
|
||||||
|
public float WallHugHorizontalDeceleration { get; set; } = 5f;
|
||||||
|
|
||||||
|
private float _targetSpeed;
|
||||||
|
private float _gravity;
|
||||||
|
|
||||||
|
[ExportCategory("Other")]
|
||||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||||
public float TimeScaleAimInAir { get; set; } = 0.2f;
|
public float TimeScaleAimInAir { get; set; } = 0.05f;
|
||||||
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
|
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
|
||||||
public float MaxJumpBoostAfterDashing { get; set; } = 1f;
|
public float MaxJumpBoostAfterDashing { get; set; } = 1f;
|
||||||
|
|
||||||
@ -96,14 +134,13 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
private StateChartState _powerFull;
|
private StateChartState _powerFull;
|
||||||
|
|
||||||
private StateChartState _grounded;
|
private StateChartState _grounded;
|
||||||
private StateChartState _crouched;
|
|
||||||
private StateChartState _standing;
|
|
||||||
private StateChartState _mantling;
|
private StateChartState _mantling;
|
||||||
private StateChartState _movHanging;
|
private StateChartState _movHanging;
|
||||||
private StateChartState _airborne;
|
private StateChartState _airborne;
|
||||||
private StateChartState _coyoteEnabled;
|
private StateChartState _coyoteEnabled;
|
||||||
private StateChartState _doubleJumpEnabled;
|
private StateChartState _doubleJumpEnabled;
|
||||||
private StateChartState _onWall;
|
private StateChartState _onWall;
|
||||||
|
private StateChartState _onWallHugCanceled;
|
||||||
private StateChartState _onWallHugging;
|
private StateChartState _onWallHugging;
|
||||||
private StateChartState _onWallHanging;
|
private StateChartState _onWallHanging;
|
||||||
private StateChartState _falling;
|
private StateChartState _falling;
|
||||||
@ -121,6 +158,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
DashCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
|
DashCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
|
||||||
DashCooldownIndicator.Visible = false;
|
DashCooldownIndicator.Visible = false;
|
||||||
EmpoweredActionsLeft = MaxNumberOfDashActions;
|
EmpoweredActionsLeft = MaxNumberOfDashActions;
|
||||||
|
_targetSpeed = WalkSpeed;
|
||||||
|
|
||||||
// Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
|
// Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
|
||||||
|
|
||||||
@ -141,8 +179,6 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
|
WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
|
||||||
MantleSystem = GetNode<MantleSystem>("MantleSystem");
|
MantleSystem = GetNode<MantleSystem>("MantleSystem");
|
||||||
CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
|
CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
|
||||||
Gravity = GetNode<Gravity>("Gravity");
|
|
||||||
MoveSystem = GetNode<MoveSystem>("MoveSystem");
|
|
||||||
DashSystem = GetNode<DashSystem>("DashSystem");
|
DashSystem = GetNode<DashSystem>("DashSystem");
|
||||||
StairsSystem = GetNode<StairsSystem>("StairsSystem");
|
StairsSystem = GetNode<StairsSystem>("StairsSystem");
|
||||||
WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
|
WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
|
||||||
@ -174,8 +210,6 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
|
_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
|
||||||
|
|
||||||
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
|
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
|
||||||
_standing = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded/Standing"));
|
|
||||||
_crouched = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded/Crouched"));
|
|
||||||
_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
|
_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
|
||||||
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
|
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
|
||||||
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
|
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
|
||||||
@ -183,6 +217,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
|
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
|
||||||
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
|
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
|
||||||
_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
|
_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
|
||||||
|
_onWallHugCanceled = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/HugCanceled"));
|
||||||
_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
|
_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
|
||||||
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
|
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
|
||||||
// State timers
|
// State timers
|
||||||
@ -206,12 +241,8 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
|
|
||||||
// Movement stuff
|
// Movement stuff
|
||||||
// Getting universal setting from GODOT editor to be in sync
|
// Getting universal setting from GODOT editor to be in sync
|
||||||
float gravitySetting = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
|
_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
|
||||||
Gravity.Init(gravitySetting);
|
|
||||||
MantleSystem.Init(HeadSystem);
|
MantleSystem.Init(HeadSystem);
|
||||||
var moveSystemParams = new MoveSystem.MoveSystemParameters(this, Gravity, MantleSystem, TweenQueueSystem,
|
|
||||||
HeadSystem, CapsuleCollider);
|
|
||||||
MoveSystem.Init(moveSystemParams);
|
|
||||||
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
|
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
|
||||||
DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
|
DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
|
||||||
WeaponSystem.Init(HeadSystem, camera);
|
WeaponSystem.Init(HeadSystem, camera);
|
||||||
@ -220,7 +251,6 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
// RPG Stuff
|
// RPG Stuff
|
||||||
HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
|
HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
|
||||||
{
|
{
|
||||||
Gravity = Gravity,
|
|
||||||
Parent = this,
|
Parent = this,
|
||||||
Camera = camera,
|
Camera = camera,
|
||||||
Head = HeadSystem,
|
Head = HeadSystem,
|
||||||
@ -229,7 +259,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
BlurRect = blurRect,
|
BlurRect = blurRect,
|
||||||
};
|
};
|
||||||
HealthSystem.Init(healthSystemParams);
|
HealthSystem.Init(healthSystemParams);
|
||||||
Stamina.SetSpeeds(MoveSystem.WalkSpeed, MoveSystem.SprintSpeed);
|
Stamina.SetSpeeds(WalkSpeed, WalkSpeed);
|
||||||
|
|
||||||
EmpoweredActionsLeft = MaxNumberOfDashActions;
|
EmpoweredActionsLeft = MaxNumberOfDashActions;
|
||||||
|
|
||||||
@ -249,7 +279,9 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
_grounded.StateEntered += OnGrounded;
|
_grounded.StateEntered += OnGrounded;
|
||||||
_grounded.StatePhysicsProcessing += HandleGrounded;
|
_grounded.StatePhysicsProcessing += HandleGrounded;
|
||||||
_airborne.StatePhysicsProcessing += HandleAirborne;
|
_airborne.StatePhysicsProcessing += HandleAirborne;
|
||||||
|
_onWallHugCanceled.StatePhysicsProcessing += HandleAirborne;
|
||||||
_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
|
_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
|
||||||
|
_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
|
||||||
|
|
||||||
_coyoteEnabled.StateEntered += StartCoyoteTime;
|
_coyoteEnabled.StateEntered += StartCoyoteTime;
|
||||||
_coyoteTimer.Timeout += CoyoteExpired;
|
_coyoteTimer.Timeout += CoyoteExpired;
|
||||||
@ -342,27 +374,30 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
}
|
}
|
||||||
public void OnInputJumpPressed()
|
public void OnInputJumpPressed()
|
||||||
{
|
{
|
||||||
if (MoveSystem.CanMantle())
|
if (CanMantle())
|
||||||
{
|
{
|
||||||
Mantle();
|
Mantle();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_grounded.Active || _coyoteEnabled.Active)
|
if (_grounded.Active || _coyoteEnabled.Active)
|
||||||
if (_empowerOn.Active && CanPerformEmpoweredAction())
|
if (_empowerOn.Active && CanPerformEmpoweredAction())
|
||||||
{
|
{
|
||||||
PerformEmpoweredAction();
|
PerformEmpoweredAction();
|
||||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
|
PerformJump(JumpTypes.JumpFromDash);
|
||||||
|
_playerState.SendEvent("megajump");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
PerformJump(MoveSystem.JumpTypes.SimpleJump);
|
PerformJump(JumpTypes.SimpleJump);
|
||||||
else if (_doubleJumpEnabled.Active)
|
else if (_doubleJumpEnabled.Active)
|
||||||
if (_empowerOn.Active && CanPerformEmpoweredAction())
|
if (_empowerOn.Active && CanPerformEmpoweredAction())
|
||||||
{
|
{
|
||||||
PerformEmpoweredAction();
|
PerformEmpoweredAction();
|
||||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
|
PerformJump(JumpTypes.JumpFromDash);
|
||||||
|
_playerState.SendEvent("megajump");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
PerformJump(MoveSystem.JumpTypes.DoubleJump);
|
PerformJump(JumpTypes.DoubleJump);
|
||||||
else if (_onWall.Active)
|
else if (_onWall.Active)
|
||||||
JumpFromWall(_empowerOn.Active);
|
JumpFromWall(_empowerOn.Active);
|
||||||
|
|
||||||
@ -462,15 +497,17 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
if (isEmpowered && CanPerformEmpoweredAction())
|
if (isEmpowered && CanPerformEmpoweredAction())
|
||||||
{
|
{
|
||||||
PerformEmpoweredAction();
|
PerformEmpoweredAction();
|
||||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash, jumpDirection);
|
PerformJump(JumpTypes.JumpFromDash, jumpDirection);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
PerformJump(MoveSystem.JumpTypes.JumpFromWall, jumpDirection);
|
PerformJump(JumpTypes.JumpFromWall, jumpDirection);
|
||||||
}
|
}
|
||||||
private void PerformJump(MoveSystem.JumpTypes jumpType, Vector3? jumpDirection = null)
|
private void PerformJump(JumpTypes jumpType, Vector3? jumpDirection = null)
|
||||||
{
|
{
|
||||||
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
|
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
|
||||||
var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
|
var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
|
||||||
|
if (jumpType == JumpTypes.DoubleJump)
|
||||||
|
_canDash = false;
|
||||||
|
|
||||||
// var proportionOfTimeGone = _timeAfterDashingTimer.TimeLeft / _timeAfterDashingTimer.WaitTime;
|
// var proportionOfTimeGone = _timeAfterDashingTimer.TimeLeft / _timeAfterDashingTimer.WaitTime;
|
||||||
// var actualBoost = 1 + MaxJumpBoostAfterDashing * proportionOfTimeGone;
|
// var actualBoost = 1 + MaxJumpBoostAfterDashing * proportionOfTimeGone;
|
||||||
@ -482,17 +519,65 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
|
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
|
||||||
bool isPlayerDead = HealthSystem.IsDead();
|
bool isPlayerDead = HealthSystem.IsDead();
|
||||||
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
|
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
|
||||||
MoveSystem.Jump(jumpType, jumpVector);
|
Jump(jumpType, jumpVector);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Jump(JumpTypes jumpType, Vector3? jumpDirection = null, float boost = 1.0f)
|
||||||
|
{
|
||||||
|
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
|
||||||
|
var jumpForce = 0.0f;
|
||||||
|
switch (jumpType)
|
||||||
|
{
|
||||||
|
case JumpTypes.DoubleJump:
|
||||||
|
jumpForce = CalculateDoubleJumpForce();
|
||||||
|
break;
|
||||||
|
case JumpTypes.SimpleJump:
|
||||||
|
jumpForce = CalculateJumpForce();
|
||||||
|
break;
|
||||||
|
case JumpTypes.JumpFromDash:
|
||||||
|
jumpForce = CalculateJumpFromDashForce();
|
||||||
|
break;
|
||||||
|
case JumpTypes.JumpFromWall:
|
||||||
|
jumpForce = CalculateJumpFromWallForce();
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
jumpForce = CalculateJumpForce();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
var currentHorizontalVelocity = new Vector3(Velocity.X, 0, Velocity.Z);
|
||||||
|
var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
|
||||||
|
Velocity = currentHorizontalVelocity + jumpVelocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Mantling
|
// Mantling
|
||||||
public void Mantle()
|
public void Mantle()
|
||||||
{
|
{
|
||||||
_playerState.SendEvent("mantle");
|
_playerState.SendEvent("mantle");
|
||||||
var optionTween = MoveSystem.Mantle();
|
|
||||||
|
var optionTween = FindMantle();
|
||||||
if (optionTween.IsSome(out var tween))
|
if (optionTween.IsSome(out var tween))
|
||||||
tween.Finished += MantleFinished;
|
tween.Finished += MantleFinished;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool CanMantle()
|
||||||
|
{
|
||||||
|
var mantleLocationResult = MantleSystem.FindMantleInFrontOfPlayer();
|
||||||
|
return mantleLocationResult.IsSome(out _);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Option<Tween> FindMantle()
|
||||||
|
{
|
||||||
|
var mantleLocationResult = MantleSystem.FindMantleInFrontOfPlayer();
|
||||||
|
if (mantleLocationResult.IsSome(out var mantleLocation))
|
||||||
|
{
|
||||||
|
var duration = 0.1f * mantleLocation.DistanceTo(Position);
|
||||||
|
var tween = TweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(mantleLocation, duration));
|
||||||
|
return tween.Some();
|
||||||
|
}
|
||||||
|
return Option<Tween>.None;
|
||||||
|
}
|
||||||
|
|
||||||
public void MantleFinished()
|
public void MantleFinished()
|
||||||
{
|
{
|
||||||
_playerState.SendEvent("grounded");
|
_playerState.SendEvent("grounded");
|
||||||
@ -635,22 +720,14 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
// Physics processes
|
// Physics processes
|
||||||
public void HandleGrounded(float delta)
|
public void HandleGrounded(float delta)
|
||||||
{
|
{
|
||||||
|
MoveOnGround(delta);
|
||||||
_canDash = true;
|
_canDash = true;
|
||||||
if (!isOnFloorCustom())
|
if (!isOnFloorCustom())
|
||||||
_playerState.SendEvent("start_falling");
|
_playerState.SendEvent("start_falling");
|
||||||
}
|
}
|
||||||
public void HandleGroundedStanding(float delta)
|
|
||||||
{
|
|
||||||
CapsuleCollider.UndoCrouching(delta, 1);
|
|
||||||
HeadSystem.SetHeight(CapsuleCollider.GetCurrentHeight());
|
|
||||||
}
|
|
||||||
public void HandleGroundedCrouched(float delta)
|
|
||||||
{
|
|
||||||
CapsuleCollider.Crouch(delta, 1);
|
|
||||||
HeadSystem.SetHeight(CapsuleCollider.GetCurrentHeight());
|
|
||||||
}
|
|
||||||
public void HandleAirborne(float delta)
|
public void HandleAirborne(float delta)
|
||||||
{
|
{
|
||||||
|
MoveInAir(delta);
|
||||||
if (isOnFloorCustom())
|
if (isOnFloorCustom())
|
||||||
_playerState.SendEvent("grounded");
|
_playerState.SendEvent("grounded");
|
||||||
if (WallHugSystem.IsWallHugging() && Velocity.Y < 0)
|
if (WallHugSystem.IsWallHugging() && Velocity.Y < 0)
|
||||||
@ -658,12 +735,19 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
}
|
}
|
||||||
public void HandleWallHugging(float delta)
|
public void HandleWallHugging(float delta)
|
||||||
{
|
{
|
||||||
|
WallHug(delta);
|
||||||
if (isOnFloorCustom())
|
if (isOnFloorCustom())
|
||||||
_playerState.SendEvent("grounded");
|
_playerState.SendEvent("grounded");
|
||||||
if (!WallHugSystem.IsWallHugging())
|
if (!WallHugSystem.IsWallHugging())
|
||||||
_playerState.SendEvent("start_falling");
|
_playerState.SendEvent("start_falling");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void HandleWallHanging(float delta)
|
||||||
|
{
|
||||||
|
WallHang(delta);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
///////////////////////////
|
///////////////////////////
|
||||||
// Stateless logic ////////
|
// Stateless logic ////////
|
||||||
///////////////////////////
|
///////////////////////////
|
||||||
@ -672,28 +756,63 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
|
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
|
||||||
HeadSystem.LookAround(inputLookDir);
|
HeadSystem.LookAround(inputLookDir);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MoveAround(double delta)
|
public void MoveOnGround(double delta)
|
||||||
{
|
{
|
||||||
var moveAroundParams = new MoveSystem.MoveAroundParameters(
|
Vector3 direction = HeadSystem.Transform.Basis * _inputMove;
|
||||||
delta,
|
|
||||||
_inputMove,
|
var accelerationFactor = direction.Length() > 0 ? AccelerationSpeedFactorFloor : DecelerationSpeedFactorFloor;
|
||||||
isOnFloorCustom(),
|
|
||||||
HealthSystem.IsDead(),
|
float xAcceleration = Mathf.Lerp(Velocity.X, direction.X * _targetSpeed,
|
||||||
IsHeadTouchingCeiling(),
|
(float)delta * accelerationFactor);
|
||||||
_onWallHanging.Active,
|
float zAcceleration = Mathf.Lerp(Velocity.Z, direction.Z * _targetSpeed,
|
||||||
_onWallHugging.Active);
|
(float)delta * accelerationFactor);
|
||||||
MoveSystem.MoveAround(moveAroundParams);
|
Velocity = new Vector3(xAcceleration, Velocity.Y, zAcceleration);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MoveInAir(double delta)
|
||||||
|
{
|
||||||
|
Velocity = new Vector3(
|
||||||
|
x: Velocity.X,
|
||||||
|
y: Velocity.Y - (CalculateGravityForce() * (float)delta),
|
||||||
|
z: Velocity.Z);
|
||||||
|
|
||||||
|
// The code below is required to quickly adjust player's position on Y-axis when there's a ceiling on the
|
||||||
|
// trajectory of player's jump and player is standing
|
||||||
|
if (IsHeadTouchingCeiling())
|
||||||
|
{
|
||||||
|
Velocity = new Vector3(
|
||||||
|
x: Velocity.X,
|
||||||
|
y: Velocity.Y - 2.0f,
|
||||||
|
z: Velocity.Z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void WallHug(float delta)
|
||||||
|
{
|
||||||
|
float xAcceleration = Mathf.Lerp(Velocity.X, 0,
|
||||||
|
(float)delta * WallHugHorizontalDeceleration);
|
||||||
|
float zAcceleration = Mathf.Lerp(Velocity.Z, 0,
|
||||||
|
(float)delta * WallHugHorizontalDeceleration);
|
||||||
|
Velocity = new Vector3(
|
||||||
|
x: xAcceleration,
|
||||||
|
y: -WallHugDownwardSpeed,
|
||||||
|
z: zAcceleration);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void WallHang(float delta)
|
||||||
|
{
|
||||||
|
Velocity = Vector3.Zero;
|
||||||
|
MoveAndSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleStairs(float delta)
|
private void HandleStairs(float delta)
|
||||||
{
|
{
|
||||||
|
|
||||||
StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
|
StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
|
||||||
{
|
{
|
||||||
IsOnFloorCustom = isOnFloorCustom(),
|
IsOnFloorCustom = isOnFloorCustom(),
|
||||||
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
||||||
CurrentSpeedGreaterThanWalkSpeed = MoveSystem._currentSpeed > MoveSystem.WalkSpeed,
|
CurrentSpeedGreaterThanWalkSpeed = false,
|
||||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||||
Delta = (float)delta,
|
Delta = (float)delta,
|
||||||
FloorMaxAngle = FloorMaxAngle,
|
FloorMaxAngle = FloorMaxAngle,
|
||||||
@ -714,7 +833,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
|
|
||||||
StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
|
StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
|
||||||
{
|
{
|
||||||
IsOnFloor = IsOnFloor(), // TODO: replace on IsOnFloor Custom
|
IsOnFloor = IsOnFloor(),
|
||||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||||
LastFrameWasOnFloor = _lastFrameWasOnFloor,
|
LastFrameWasOnFloor = _lastFrameWasOnFloor,
|
||||||
CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
|
CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
|
||||||
@ -737,7 +856,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
|
StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
|
||||||
{
|
{
|
||||||
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
||||||
CurrentSpeedGreaterThanWalkSpeed = MoveSystem._currentSpeed > MoveSystem.WalkSpeed,
|
CurrentSpeedGreaterThanWalkSpeed = false,
|
||||||
BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
|
BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
|
||||||
Delta = (float)delta
|
Delta = (float)delta
|
||||||
};
|
};
|
||||||
@ -758,7 +877,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
{
|
{
|
||||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||||
Delta = (float)delta,
|
Delta = (float)delta,
|
||||||
SprintSpeed = MoveSystem.SprintSpeed,
|
SprintSpeed = WalkSpeed,
|
||||||
Velocity = Velocity
|
Velocity = Velocity
|
||||||
};
|
};
|
||||||
FieldOfView.PerformFovAdjustment(fovParams);
|
FieldOfView.PerformFovAdjustment(fovParams);
|
||||||
@ -767,6 +886,13 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
///////////////////////////
|
///////////////////////////
|
||||||
// Helpers ////////////////
|
// Helpers ////////////////
|
||||||
///////////////////////////
|
///////////////////////////
|
||||||
|
|
||||||
|
public float CalculateJumpForce() => _gravity * StartVelocity;
|
||||||
|
public float CalculateJumpFromDashForce() => CalculateJumpForce() * JumpFromDashSpeedFactor;
|
||||||
|
public float CalculateJumpFromWallForce() => CalculateJumpForce() * JumpFromWallSpeedFactor;
|
||||||
|
public float CalculateDoubleJumpForce() => CalculateJumpForce() * DoubleJumpSpeedFactor;
|
||||||
|
public float CalculateGravityForce() => _gravity * Weight;
|
||||||
|
|
||||||
public void ReduceTimeScaleWhileAiming()
|
public void ReduceTimeScaleWhileAiming()
|
||||||
{
|
{
|
||||||
Engine.SetTimeScale(TimeScaleAimInAir);
|
Engine.SetTimeScale(TimeScaleAimInAir);
|
||||||
@ -808,7 +934,7 @@ public partial class PlayerController : CharacterBody3D
|
|||||||
TweenQueueSystem.ProcessTweens();
|
TweenQueueSystem.ProcessTweens();
|
||||||
|
|
||||||
LookAround();
|
LookAround();
|
||||||
MoveAround(delta);
|
// MoveAround(delta);
|
||||||
CameraModifications((float) delta);
|
CameraModifications((float) delta);
|
||||||
HandleStairs((float) delta);
|
HandleStairs((float) delta);
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user