gd,ld: some LD and some bug fixing that didn't fix the bugs

This commit is contained in:
2025-06-19 13:34:31 +02:00
parent 01d0488d91
commit 21bc3f4724
26 changed files with 385 additions and 51 deletions

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@ -288,26 +288,57 @@ event = &"dash_to_planted"
delay_in_seconds = "0.0"
[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("26_infe6")
initial_state = NodePath("Standing")
[node name="Standing" type="Node" parent="StateChart/Root/Movement/Grounded"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded"]
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/Jump")
to = NodePath("../../../Airborne/Jump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded"]
[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Airborne/CoyoteEnabled")
to = NodePath("../../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="OnCrouch" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Crouch")
event = &"crouch"
delay_in_seconds = "0.0"
[node name="Crouch" type="Node" parent="StateChart/Root/Movement/Grounded"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/Jump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="OnStandUp" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Standing")
event = &"stand_up"
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")
to = NodePath("../../Grounded/Standing")
event = &"to_grounded"
delay_in_seconds = "0.0"
@ -323,7 +354,7 @@ 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"
event = &"crouch"
delay_in_seconds = "0.0"
[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
@ -332,7 +363,7 @@ initial_state = NodePath("CoyoteEnabled")
[node name="OnGrounded" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Grounded")
to = NodePath("../../Grounded/Standing")
event = &"grounded"
delay_in_seconds = "0.0"

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@ -256,7 +256,7 @@ public partial class PlayerController : CharacterBody3D
}
public void OnInputDropPressed()
{
_playerState.SendEvent("drop");
_playerState.SendEvent("crouch");
}
///////////////////////////
@ -391,9 +391,11 @@ public partial class PlayerController : CharacterBody3D
return;
}
GD.Print(WeaponSystem.GlobalRotation);
// Store the weapon state before resetting it
var isPlantedOnWall = WeaponSystem.PlantedState.Active
&& (Math.Abs(WeaponSystem.GlobalRotation.X) + Math.Abs(WeaponSystem.GlobalRotation.Z) < 0.3);
var isPlantedOnWall = Math.Abs(WeaponSystem.GlobalRotation.X) + Math.Abs(WeaponSystem.GlobalRotation.Z) < 0.3;
var isPlantedUnderPlatform = WeaponSystem.GlobalRotation.X > 1 && Math.Abs(WeaponSystem.GlobalRotation.Y) > 1;
var shouldDashToPlanted = WeaponSystem.PlantedState.Active && (isPlantedOnWall || isPlantedUnderPlatform);
var isFlying = WeaponSystem.FlyingState.Active;
// Get the weapon back
@ -410,7 +412,7 @@ public partial class PlayerController : CharacterBody3D
return; // In case states aren't exclusives
}
if (isPlantedOnWall)
if (shouldDashToPlanted)
{
_playerState.SendEvent("dash_to_planted");
return; // In case states aren't exclusives