gd: game feel improvement, dash limit, improved jump while aiming for dash
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@ -4,12 +4,16 @@ namespace Movementtests.player_controller.Scripts;
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public partial class Gravity: Node3D
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{
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[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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public float Weight { get; set; } = 70.0f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float StartVelocity { get; set; } = 3.0f;
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[Export(PropertyHint.Range, "0.01,10,0.01,or_greater")]
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public float AdditionalGravityPower { get; set; } = 2f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float Weight { get; set; } = 3.0f;
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[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
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public float StartVelocity { get; set; } = 1.0f;
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[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
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public float DoubleJumpSpeedFactor { get; set; } = 2f;
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[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
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public float JumpFromDashSpeedFactor { get; set; } = 2f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float AdditionalGravityPower { get; set; } = 1f;
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private float _gravity;
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@ -19,5 +23,7 @@ public partial class Gravity: Node3D
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}
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public float CalculateJumpForce() => _gravity * (StartVelocity / AdditionalGravityPower);
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public float CalculateJumpFromDashForce() => CalculateJumpForce() * JumpFromDashSpeedFactor;
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public float CalculateDoubleJumpForce() => CalculateJumpForce() * DoubleJumpSpeedFactor;
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public float CalculateGravityForce() => _gravity * Weight;
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}
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