gd: added the drop action. Set up state managed coyote time, jump, double jump and overall movement.

This commit is contained in:
2025-06-10 10:30:15 +02:00
parent 974e0bb522
commit 141688ef32
6 changed files with 321 additions and 111 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=33 format=3 uid="uid://bei4nhkf8lwdo"]
[gd_scene load_steps=34 format=3 uid="uid://bei4nhkf8lwdo"]
[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="3_cresl"]
@ -17,6 +17,7 @@
[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="11_cresl"]
[ext_resource type="PackedScene" uid="uid://0ysqmqphq6mq" path="res://systems/head/head_system.tscn" id="11_rxwoh"]
[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/drop.tres" id="12_34snm"]
[ext_resource type="Script" uid="uid://b6k73aj5povgv" path="res://player_controller/Scripts/FieldOfView.cs" id="12_m2mxi"]
[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
[ext_resource type="Resource" uid="uid://htqvokm8mufq" path="res://systems/inputs/base_mode/move.tres" id="17_h6vvl"]
@ -49,6 +50,7 @@ aim_released = ExtResource("8_lhb11")
aim_canceled = ExtResource("9_5p2qc")
jump = ExtResource("10_4u7i3")
hit = ExtResource("11_cresl")
drop = ExtResource("12_34snm")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
@ -127,7 +129,6 @@ offset_left = 840.0
offset_top = 1.0
offset_right = -2.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="WeaponRoot" type="Node3D" parent="."]
@ -138,6 +139,7 @@ ThrowForce = 25.0
StraightThrowDuration = 0.07
[node name="CoyoteTime" type="Timer" parent="."]
wait_time = 0.2
[node name="StateChart" type="Node" parent="."]
script = ExtResource("25_wv70j")
@ -199,7 +201,7 @@ delay_in_seconds = "0.0"
[node name="WeaponThrown" type="Node" parent="StateChart/Root/Actions"]
script = ExtResource("27_34snm")
[node name="ToDashing" type="Node" parent="StateChart/Root/Actions/WeaponThrown"]
[node name="OnAim" type="Node" parent="StateChart/Root/Actions/WeaponThrown"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Dashing")
event = &"aim_pressed"
@ -208,22 +210,46 @@ delay_in_seconds = "0.0"
[node name="Hanging" type="Node" parent="StateChart/Root/Actions"]
script = ExtResource("27_34snm")
[node name="ToWeaponInHand" type="Node" parent="StateChart/Root/Actions/Hanging"]
[node name="OnJump" type="Node" parent="StateChart/Root/Actions/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../WeaponInHand")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnDrop" type="Node" parent="StateChart/Root/Actions/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../WeaponInHand")
event = &"drop"
delay_in_seconds = "0.0"
[node name="OnMantle" type="Node" parent="StateChart/Root/Actions/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../WeaponInHand")
event = &"mantle"
delay_in_seconds = "0.0"
[node name="Movement" type="Node" parent="StateChart/Root"]
script = ExtResource("26_infe6")
initial_state = NodePath("Grounded")
[node name="OnMantle" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("28_n7qhm")
to = NodePath("../Mantling")
event = &"mantle"
delay_in_seconds = "0.0"
[node name="OnHang" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("28_n7qhm")
to = NodePath("../Hanging")
event = &"dash_to_planted"
delay_in_seconds = "0.0"
[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/DoubleJumpEnabled")
to = NodePath("../../Airborne/Jump")
event = &"jump"
delay_in_seconds = "0.0"
@ -233,28 +259,43 @@ to = NodePath("../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="Mantling" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")
[node name="ToGrounded" type="Node" parent="StateChart/Root/Movement/Mantling"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Grounded")
event = &"to_grounded"
delay_in_seconds = "0.0"
[node name="Hanging" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/DoubleJumpEnabled")
to = NodePath("../../Airborne/Jump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/CoyoteEnabled")
event = &"drop"
delay_in_seconds = "0.0"
[node name="WallHugging" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/WallHugging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/DoubleJumpEnabled")
to = NodePath("../../Airborne/Jump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/WallHugging"]
[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/WallHugging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/CoyoteEnabled")
event = &"start_falling"
event = &"drop"
delay_in_seconds = "0.0"
[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
@ -272,7 +313,7 @@ script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Airborne/CoyoteEnabled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../DoubleJumpEnabled")
to = NodePath("../../Jump")
event = &"jump"
delay_in_seconds = "0.0"
@ -282,21 +323,40 @@ to = NodePath("../../DoubleJumpEnabled")
event = &"coyote_expired"
delay_in_seconds = "0.0"
[node name="Jump" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("27_34snm")
[node name="ToDoubleJump" type="Node" parent="StateChart/Root/Movement/Airborne/Jump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../DoubleJumpEnabled")
event = &"to_double_jump"
delay_in_seconds = "0.0"
[node name="DoubleJumpEnabled" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Airborne/DoubleJumpEnabled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Falling")
to = NodePath("../../DoubleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="DoubleJump" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("27_34snm")
[node name="ToFalling" type="Node" parent="StateChart/Root/Movement/Airborne/DoubleJump"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Falling")
event = &"to_falling"
delay_in_seconds = "0.0"
[node name="Falling" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("27_34snm")
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
[connection signal="input_aim_released" from="InputController" to="." method="OnInputAimReleased"]
[connection signal="input_drop" from="InputController" to="." method="OnInputDropPressed"]
[connection signal="input_hit" from="InputController" to="." method="OnInputHitPressed"]
[connection signal="input_jump" from="InputController" to="." method="OnInputJumpPressed"]
[connection signal="input_move" from="InputController" to="." method="OnInputMove"]

View File

@ -40,6 +40,8 @@ public partial class PlayerController : CharacterBody3D
private bool _isAiming;
private bool _dashCanceled;
private Timer _coyoteTimer;
private StateChart _playerState;
// Actions state
private StateChartState _weaponInHand;
@ -49,11 +51,14 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _actionHanging;
// Movement state
private StateChartState _grounded;
private StateChartState _mantling;
private StateChartState _movHanging;
private StateChartState _wallHugging;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _jump;
private StateChartState _doubleJumpEnabled;
private StateChartState _doubleJump;
private StateChartState _falling;
public override void _Ready()
@ -110,12 +115,17 @@ public partial class PlayerController : CharacterBody3D
_actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
// Movement states
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/Hanging"));
_wallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/WallHugging"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
_jump = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Jump"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_doubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJump"));
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
// State timers
_coyoteTimer = GetNode<Timer>("CoyoteTime");
///////////////////////////
// Initialize components //
@ -130,7 +140,6 @@ public partial class PlayerController : CharacterBody3D
FieldOfView.Init(camera);
// Movement stuff
// Getting universal setting from GODOT editor to be in sync
float gravitySetting = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
Gravity.Init(gravitySetting);
@ -161,11 +170,114 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
DashSystem.DashEnded += OnDashEnded;
_weaponInHand.StateProcessing += HandleWeaponInHand;
_aiming.StateProcessing += HandleAiming;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StatePhysicsProcessing += HandleAirborne;
_coyoteEnabled.StateEntered += StartCoyoteTime;
_coyoteTimer.Timeout += CoyoteExpired;
_jump.StateEntered += Jump;
_doubleJump.StateEntered += DoubleJump;
_mantling.StateEntered += Mantle;
_dashing.StateEntered += OnDashStarted;
_weaponThrown.StateEntered += OnWeaponThrown;
}
///////////////////////////
// Input Management ///////
///////////////////////////
public void OnInputMove(Vector3 value)
{
_inputMove = value;
}
public void OnInputRotateY(float value)
{
_inputRotateY = value;
}
public void OnInputRotateFloorplane(float value)
{
_inputRotateFloorplane = value;
}
public void OnInputAimPressed()
{
_playerState.SendEvent("aim_pressed");
}
public void OnInputAimReleased()
{
_playerState.SendEvent("aim_released");
}
public void OnInputAimCanceled()
{
_playerState.SendEvent("aim_canceled");
DashSystem.CancelDash();
}
public void OnInputHitPressed()
{
_playerState.SendEvent("hit_pressed");
}
public void OnInputJumpPressed()
{
if (MoveSystem.CanMantle())
{
_playerState.SendEvent("mantle");
return;
}
_playerState.SendEvent("jump");
}
public void OnInputDropPressed()
{
_playerState.SendEvent("drop");
}
///////////////////////////
// Stateful logic /////////
///////////////////////////
// Jumping
public void StartCoyoteTime()
{
_coyoteTimer.Start();
}
public void CoyoteExpired()
{
_playerState.SendEvent("coyote_expired");
}
public void Jump()
{
_playerState.SendEvent("to_double_jump");
PerformJump(false);
}
public void DoubleJump()
{
_playerState.SendEvent("to_falling");
PerformJump(true);
}
private void PerformJump(bool isDoubleJump)
{
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
bool isPlayerDead = HealthSystem.IsDead();
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
MoveSystem.Jump(isDoubleJump);
}
// Mantling
public void Mantle()
{
var optionTween = MoveSystem.Mantle();
if (optionTween.IsSome(out var tween))
tween.Finished += MantleFinished;
}
public void MantleFinished()
{
_playerState.SendEvent("to_grounded");
}
// Dashing and weapon throwing
public void OnDashStarted()
{
if (WeaponSystem.FlyingState.Active)
@ -180,7 +292,6 @@ public partial class PlayerController : CharacterBody3D
_dashDirection = (DashSystem.DashResolve.DashLocation - GlobalPosition).Normalized();
DashSystem.Dash();
}
public void OnDashEnded()
{
// Regular dash
@ -211,7 +322,6 @@ public partial class PlayerController : CharacterBody3D
if (isPlantedOnWall)
{
MoveSystem.CanDoubleJump = true;
_playerState.SendEvent("dash_to_planted");
return; // In case states aren't exclusives
}
@ -219,7 +329,6 @@ public partial class PlayerController : CharacterBody3D
// Weapon planted anywhere else
_playerState.SendEvent("dash_ended");
}
public void OnWeaponThrown()
{
RemoveChild(WeaponRoot);
@ -232,91 +341,53 @@ public partial class PlayerController : CharacterBody3D
DashSystem.CancelDash();
WeaponSystem.ThrowWeapon(location, hasHit, collisionPoint, collisionNormal);
}
public void OnInputMove(Vector3 value)
{
_inputMove = value;
}
public void OnInputRotateY(float value)
// Regular processes
public void HandleWeaponInHand(float delta)
{
_inputRotateY = value;
RotateWeaponWithPlayer();
}
public void OnInputRotateFloorplane(float value)
public void HandleAiming(float delta)
{
_inputRotateFloorplane = value;
RotateWeaponWithPlayer();
DashSystem.PrepareDash();
}
public void OnInputAimPressed()
// Physics processes
public void HandleGrounded(float delta)
{
_playerState.SendEvent("aim_pressed");
if (!isOnFloorCustom())
_playerState.SendEvent("start_falling");
}
public void OnInputAimReleased()
public void HandleAirborne(float delta)
{
_playerState.SendEvent("aim_released");
}
public void OnInputAimCanceled()
{
_playerState.SendEvent("aim_canceled");
DashSystem.CancelDash();
if (isOnFloorCustom())
_playerState.SendEvent("grounded");
}
public void OnInputHitPressed()
///////////////////////////
// Stateless logic ////////
///////////////////////////
private void LookAround()
{
_playerState.SendEvent("hit_pressed");
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
HeadSystem.LookAround(inputLookDir);
}
public void OnInputJumpPressed()
private void MoveAround(double delta)
{
_playerState.SendEvent("jump");
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
bool isPlayerDead = HealthSystem.IsDead();
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
MoveSystem.Jump(IsOnFloor());
}
public override void _PhysicsProcess(double delta)
{
var isPlayerDead = HealthSystem.IsDead();
var isHeadTouchingCeiling = IsHeadTouchingCeiling();
TweenQueueSystem.ProcessTweens();
if (_weaponInHand.Active || _aiming.Active)
WeaponRoot.SetRotation(HeadSystem.Rotation);
if (_aiming.Active)
DashSystem.PrepareDash();
var moveAroundParams = new MoveSystem.MoveAroundParameters(
delta,
_inputMove,
isOnFloorCustom(),
isPlayerDead,
isHeadTouchingCeiling,
HealthSystem.IsDead(),
IsHeadTouchingCeiling(),
_actionHanging.Active);
MoveSystem.MoveAround(moveAroundParams);
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
HeadSystem.LookAround(inputLookDir);
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
{
Delta = (float)delta,
IsOnFloorCustom = isOnFloorCustom(),
Velocity = Velocity
};
Bobbing.PerformCameraBobbing(cameraBobbingParams);
}
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
{
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
Delta = (float)delta,
SprintSpeed = MoveSystem.SprintSpeed,
Velocity = Velocity
};
FieldOfView.PerformFovAdjustment(fovParams);
private void HandleStairs(float delta)
{
StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
{
@ -331,11 +402,6 @@ public partial class PlayerController : CharacterBody3D
GlobalTransformFromDriver = GlobalTransform,
Rid = GetRid()
};
// TODO: SnapUpStairsCheck influences the ability of player to crouch because of `stepHeightY <= 0.01` part
// Ideally, it should not. SnapUpStairsCheck and SnapDownStairsCheck should be called, when player is actually
// on the stairs
StairsSystem.UpStairsCheckResult upStairsCheckResult = StairsSystem.SnapUpStairsCheck(upStairsCheckParams);
if (upStairsCheckResult.UpdateRequired)
@ -378,6 +444,29 @@ public partial class PlayerController : CharacterBody3D
StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
}
private void CameraModifications(float delta)
{
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
{
Delta = delta,
IsOnFloorCustom = isOnFloorCustom(),
Velocity = Velocity
};
Bobbing.PerformCameraBobbing(cameraBobbingParams);
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
{
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
Delta = (float)delta,
SprintSpeed = MoveSystem.SprintSpeed,
Velocity = Velocity
};
FieldOfView.PerformFovAdjustment(fovParams);
}
///////////////////////////
// Helpers ////////////////
///////////////////////////
private bool IsHeadTouchingCeiling()
{
for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; i++)
@ -395,4 +484,22 @@ public partial class PlayerController : CharacterBody3D
{
return IsOnFloor() || StairsSystem.WasSnappedToStairsLastFrame();
}
public void RotateWeaponWithPlayer()
{
WeaponRoot.SetRotation(HeadSystem.Rotation);
}
///////////////////////////
// Processes //////////////
///////////////////////////
public override void _PhysicsProcess(double delta)
{
TweenQueueSystem.ProcessTweens();
LookAround();
MoveAround(delta);
CameraModifications((float) delta);
HandleStairs((float) delta);
}
}

View File

@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="GUIDEMappingContext" load_steps=60 format=3 uid="uid://bl5crtu1gkrtr"]
[gd_resource type="Resource" script_class="GUIDEMappingContext" load_steps=65 format=3 uid="uid://bl5crtu1gkrtr"]
[ext_resource type="Script" uid="uid://cpplm41b5bt6m" path="res://addons/guide/guide_action_mapping.gd" id="1_qmhk6"]
[ext_resource type="Resource" uid="uid://htqvokm8mufq" path="res://systems/inputs/base_mode/move.tres" id="2_g6bbx"]
@ -21,6 +21,7 @@
[ext_resource type="Script" uid="uid://rvttn472ix6v" path="res://addons/guide/inputs/guide_input_joy_button.gd" id="19_qkgmj"]
[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="21_818lq"]
[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="22_2hs2y"]
[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/drop.tres" id="22_qmhk6"]
[ext_resource type="Script" uid="uid://dsa1dnifd6w32" path="res://addons/guide/guide_mapping_context.gd" id="23_llfhp"]
[sub_resource type="Resource" id="Resource_vkvga"]
@ -251,8 +252,33 @@ script = ExtResource("1_qmhk6")
action = ExtResource("22_2hs2y")
input_mappings = Array[ExtResource("3_yp12v")]([SubResource("Resource_500v3")])
[sub_resource type="Resource" id="Resource_g6bbx"]
script = ExtResource("19_qkgmj")
button = 1
joy_index = -1
[sub_resource type="Resource" id="Resource_yp12v"]
script = ExtResource("15_fykw6")
actuation_threshold = 0.5
[sub_resource type="Resource" id="Resource_1rw8g"]
script = ExtResource("3_yp12v")
override_action_settings = false
is_remappable = false
display_name = ""
display_category = ""
input = SubResource("Resource_g6bbx")
modifiers = Array[ExtResource("5_0qat1")]([])
triggers = Array[ExtResource("8_2tfaw")]([SubResource("Resource_yp12v")])
[sub_resource type="Resource" id="Resource_0qat1"]
script = ExtResource("1_qmhk6")
action = ExtResource("22_qmhk6")
input_mappings = Array[ExtResource("3_yp12v")]([SubResource("Resource_1rw8g")])
metadata/_guide_input_mappings_collapsed = false
[resource]
script = ExtResource("23_llfhp")
display_name = ""
mappings = Array[ExtResource("1_qmhk6")]([SubResource("Resource_88x08"), SubResource("Resource_tgr2g"), SubResource("Resource_iarn8"), SubResource("Resource_0hmrk"), SubResource("Resource_iihs4"), SubResource("Resource_0s4kt"), SubResource("Resource_xt1x5"), SubResource("Resource_ew1hw")])
mappings = Array[ExtResource("1_qmhk6")]([SubResource("Resource_88x08"), SubResource("Resource_tgr2g"), SubResource("Resource_iarn8"), SubResource("Resource_0hmrk"), SubResource("Resource_iihs4"), SubResource("Resource_0s4kt"), SubResource("Resource_xt1x5"), SubResource("Resource_ew1hw"), SubResource("Resource_0qat1")])
metadata/_custom_type_script = "uid://dsa1dnifd6w32"

View File

@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="GUIDEAction" load_steps=2 format=3 uid="uid://d2r0ur8k3cuu3"]
[ext_resource type="Script" uid="uid://cluhc11vixkf1" path="res://addons/guide/guide_action.gd" id="1_3acf8"]
[resource]
script = ExtResource("1_3acf8")
name = &""
action_value_type = 0
block_lower_priority_actions = true
emit_as_godot_actions = false
is_remappable = false
display_name = ""
display_category = ""
metadata/_custom_type_script = "uid://cluhc11vixkf1"

View File

@ -15,6 +15,7 @@ class_name InputController
@export var aim_canceled:GUIDEAction
@export var jump:GUIDEAction
@export var hit:GUIDEAction
@export var drop:GUIDEAction
signal input_move(value: Vector3)
signal input_rotate_y(value: float)
@ -25,6 +26,7 @@ signal input_aim_released
signal input_aim_canceled
signal input_jump
signal input_hit
signal input_drop
func _ready() -> void:
GUIDE.enable_mapping_context(base_mode)
@ -34,6 +36,10 @@ func _ready() -> void:
aim_canceled.triggered.connect(on_input_aim_canceled)
jump.triggered.connect(on_input_jump)
hit.triggered.connect(on_input_hit)
drop.triggered.connect(on_input_drop)
func on_input_drop():
input_drop.emit()
func on_input_hit():
input_hit.emit()

View File

@ -1,5 +1,6 @@
using Godot;
using Movementtests.player_controller.Scripts;
using RustyOptions;
namespace Movementtests.systems;
@ -38,8 +39,6 @@ public partial class MoveSystem : Node3D
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
public float DoubleJumpSpeedFactor { get; set; } = 2f;
public bool CanDoubleJump { get; set; } = true;
private float _lastFrameWasOnFloor = -Mathf.Inf;
private Gravity _gravity;
private CharacterBody3D _parent;
@ -81,12 +80,6 @@ public partial class MoveSystem : Node3D
y: _parent.Velocity.Y - (_gravity.CalculateGravityForce() * (float)delta),
z: _parent.Velocity.Z);
}
if (isOnFloor)
{
_lastFrameWasOnFloor = Engine.GetPhysicsFrames();
CanDoubleJump = true;
}
// 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
@ -174,29 +167,33 @@ public partial class MoveSystem : Node3D
}
}
public void Jump(bool isOnFloor)
public void Jump(bool isDoubleJump)
{
var jumpForce = isDoubleJump
? _gravity.CalculateJumpForce() * DoubleJumpSpeedFactor
: _gravity.CalculateJumpForce();
_parent.Velocity = new Vector3(
x: _parent.Velocity.X,
y: jumpForce,
z: _parent.Velocity.Z);
}
public bool CanMantle()
{
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
return mantleLocationResult.IsSome(out _);
}
public Option<Tween> Mantle()
{
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
if (mantleLocationResult.IsSome(out var mantleLocation))
{
var duration = 0.1f * mantleLocation.DistanceTo(_parent.Position);
_tweenQueueSystem.QueueTween(mantleLocation, duration);
var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(mantleLocation, duration));
return tween.Some();
}
else if (isOnFloor)
{
_parent.Velocity = new Vector3(
x: _parent.Velocity.X,
y: _gravity.CalculateJumpForce(),
z: _parent.Velocity.Z);
}
else if (CanDoubleJump)
{
CanDoubleJump = false;
_parent.Velocity = new Vector3(
x: _parent.Velocity.X,
y: _gravity.CalculateJumpForce() * DoubleJumpSpeedFactor,
z: _parent.Velocity.Z);
}
return Option<Tween>.None;
}
}