some shader work and improved mantle feel
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@@ -801,6 +801,11 @@ public partial class PlayerController : CharacterBody3D
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private Transform3D _customMantleStartTransform;
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private Curve3D _customMantleCurve;
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private Vector3 _mantleStartPosition;
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private Vector3 _velocityOnMantleStarted = Vector3.Zero;
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private bool _mantleEndedOnOtherSideOfWall = false;
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private bool _mantleFoundGround = false;
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public void OnMantleStarted()
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{
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HeadSystem.OnMantle();
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@@ -811,17 +816,22 @@ public partial class PlayerController : CharacterBody3D
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GD.PrintErr("Failed to instantiate MantlePath");
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return;
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}
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_velocityOnMantleStarted = Velocity;
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var transform = _customMantle ? _customMantleStartTransform : MantleSystem.GlobalTransform;
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var curve = _customMantle ? _customMantleCurve : MantleSystem.MantleCurve;
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_mantleEndedOnOtherSideOfWall = _customMantle ? _mantleEndedOnOtherSideOfWall : MantleSystem.EndedOnOtherSideOfWall;
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_mantleFoundGround = _customMantle ? _mantleFoundGround : MantleSystem.FoundGround;
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GetTree().GetRoot().AddChild(_mantlePath);
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_mantlePath.Setup(transform, curve);
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_mantleStartPosition = GlobalPosition;
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var curveLength = curve.GetBakedLength();
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var tween = GetTree().CreateTween();
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tween.SetTrans(Tween.TransitionType.Linear);
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tween.SetEase(Tween.EaseType.InOut);
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tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime);
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tween.SetEase(Tween.EaseType.In);
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tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime*curveLength);
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tween.Finished += MantleFinished;
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}
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@@ -843,13 +853,17 @@ public partial class PlayerController : CharacterBody3D
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public void MantleFinished()
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{
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_mantlePath.Teardown();
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// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
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var isThereMovementInput = GetMoveInput().Length() > 0;
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if (isThereMovementInput)
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{
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// If there's a movement input on Mantle, we dash in the direction the mantle took place
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// If there's a movement input on Mantle, we dash in the direction the mantle ended with
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var positionDifference = GlobalPosition - _mantleStartPosition;
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var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
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SimpleDashInDirection(directionHorizontal.Normalized());
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// SimpleDashInDirection(directionHorizontal.Normalized());
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SetVelocity(directionHorizontal.Normalized() * WalkSpeed);
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}
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_customMantle = false;
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@@ -1124,6 +1138,8 @@ public partial class PlayerController : CharacterBody3D
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_customMantle = DashSystem.ShouldMantle;
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_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
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_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
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_mantleEndedOnOtherSideOfWall = DashSystem.MantleSystem.EndedOnOtherSideOfWall;
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_mantleFoundGround = DashSystem.MantleSystem.FoundGround;
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}
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Tween CreatePositionTween(Vector3 targetLocation, float tweenTime)
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