refacto: moved systems from player controller physics process to their own signal based systems

This commit is contained in:
2025-06-02 17:58:40 +02:00
parent c3e2c974ca
commit 178553956d
13 changed files with 377 additions and 248 deletions

184
systems/move/MoveSystem.cs Normal file
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using Godot;
using PolarBears.PlayerControllerAddon;
public partial class MoveSystem : Node3D
{
public record MoveSystemParameters(
CharacterBody3D Parent,
Gravity Gravity,
MantleSystem MantleSystem,
TweenQueueSystem TweenQueueSystem,
HeadSystem HeadSystem,
CapsuleCollider CapsuleCollider);
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float WalkSpeed { get; set; } = 5.0f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float SprintSpeed { get; set; } = 7.2f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float CrouchSpeed { get; set; } = 2.5f;
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float _currentSpeed;
private const float DecelerationSpeedFactorFloor = 15.0f;
private const float DecelerationSpeedFactorAir = 7.0f;
public float CrouchTransitionSpeed { get; set; } = 20.0f;
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
public float DoubleJumpSpeedFactor { get; set; } = 2f;
private bool _canDoubleJump = true;
private float _lastFrameWasOnFloor = -Mathf.Inf;
private Gravity _gravity;
private CharacterBody3D _parent;
private MantleSystem _mantleSystem;
private TweenQueueSystem _tweenQueueSystem;
private CapsuleCollider _capsuleCollider;
private HeadSystem _headSystem;
public void Init(MoveSystemParameters parameters)
{
_parent = parameters.Parent;
_gravity = parameters.Gravity;
_mantleSystem = parameters.MantleSystem;
_tweenQueueSystem = parameters.TweenQueueSystem;
_capsuleCollider = parameters.CapsuleCollider;
_headSystem = parameters.HeadSystem;
_currentSpeed = WalkSpeed;
}
public void MoveAround(double delta, Vector3 movementDirection, bool isOnFloor, bool isDead, bool isHeadTouchingCeiling)
{
var doesCapsuleHaveCrouchingHeight = _capsuleCollider.IsCrouchingHeight();
var doesCapsuleHaveDefaultHeight = _capsuleCollider.IsDefaultHeight();
// Adding the gravity
if (!isOnFloor)
{
_parent.Velocity = new Vector3(
x: _parent.Velocity.X,
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
if (isHeadTouchingCeiling && doesCapsuleHaveDefaultHeight)
{
_parent.Velocity = new Vector3(
x: _parent.Velocity.X,
y: _parent.Velocity.Y - 2.0f,
z: _parent.Velocity.Z);
}
if (!isDead)
{
// Used both for detecting the moment when we enter into crouching mode and the moment when we're already
// in the crouching mode
if (Input.IsActionPressed("crouch") ||
(doesCapsuleHaveCrouchingHeight && isHeadTouchingCeiling))
{
_capsuleCollider.Crouch((float)delta, CrouchTransitionSpeed);
_currentSpeed = CrouchSpeed;
}
// Used both for the moment when we exit the crouching mode and for the moment when we just walk
else
{
_capsuleCollider.UndoCrouching((float)delta, CrouchTransitionSpeed);
_currentSpeed = WalkSpeed;
}
}
// Each component of the boolean statement for sprinting is required
if (Input.IsActionPressed("sprint") && !isHeadTouchingCeiling &&
!doesCapsuleHaveCrouchingHeight && !isDead)
{
_currentSpeed = SprintSpeed;
}
// Basis is a 3x4 matrix. It contains information about scaling and rotation of head.
// By multiplying our Vector3 by this matrix we're doing multiple things:
// a) We start to operate in global space;
// b) We're applying to Vector3 the current rotation of "head" object;
// c) We're applying to Vector3 the current scaling of "head" object;
Vector3 direction = _headSystem.Transform.Basis * movementDirection;
if (isDead)
{
direction = Vector3.Zero;
}
if (isOnFloor)
{
// Set velocity based on input direction when on the floor
if (direction.Length() > 0)
{
float newX = direction.X * _currentSpeed;
float newZ = direction.Z * _currentSpeed;
_parent.Velocity = new Vector3(newX, _parent.Velocity.Y, newZ);
}
// If there is no input, smoothly decelerate the character on the floor
else
{
float xDeceleration = Mathf.Lerp(_parent.Velocity.X, direction.X * _currentSpeed,
(float)delta * DecelerationSpeedFactorFloor);
float zDeceleration = Mathf.Lerp(_parent.Velocity.Z, direction.Z * _currentSpeed,
(float)delta * DecelerationSpeedFactorFloor);
_parent.Velocity = new Vector3(xDeceleration, _parent.Velocity.Y, zDeceleration);
}
}
else
{
float xDeceleration = Mathf.Lerp(_parent.Velocity.X, direction.X * _currentSpeed,
(float)delta * DecelerationSpeedFactorAir);
float zDeceleration = Mathf.Lerp(_parent.Velocity.Z, direction.Z * _currentSpeed,
(float)delta * DecelerationSpeedFactorAir);
_parent.Velocity = new Vector3(xDeceleration, _parent.Velocity.Y, zDeceleration);
}
if (isDead)
{
_parent.MoveAndSlide();
return;
}
}
public void Jump(bool isOnFloor)
{
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
if (mantleLocationResult.IsSome(out var mantleLocation))
{
var duration = 0.1f * mantleLocation.DistanceTo(_parent.Position);
_tweenQueueSystem.QueueTween(mantleLocation, duration);
}
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);
}
}
}

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