least worst version
This commit is contained in:
@ -66,6 +66,7 @@ MegaJumpGravityLesseningFactor = 1.2
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WallJumpStartVelocity = 8.0
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SimpleDashStrength = 15.0
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PoweredDashStrength = 50.0
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AimedDashTime = 0.2
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WallHugGravityLesseningFactor = 15.0
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WallHugDownwardMaxSpeed = 8.0
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WallHugHorizontalDeceleration = 0.5
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@ -98,6 +99,7 @@ mesh = SubResource("CapsuleMesh_xc2g5")
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[node name="CapsuleCollider" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
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shape = ExtResource("13_r7i3q")
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debug_color = Color(0, 0.6, 0.701961, 0.341176)
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script = ExtResource("8_lmtjd")
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CapsuleDefaultHeight = 1.7
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@ -418,6 +420,12 @@ to = NodePath("../Dashing/PoweredDash")
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event = &"powered_dash"
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delay_in_seconds = "0.0"
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[node name="OnAimedDash" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../Dashing/AimedDash")
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event = &"aimed_dash"
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delay_in_seconds = "0.0"
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[node name="Mantling" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("27_34snm")
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@ -492,6 +500,9 @@ script = ExtResource("27_34snm")
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[node name="PoweredDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("27_34snm")
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[node name="AimedDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("27_34snm")
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[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("27_34snm")
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@ -125,6 +125,10 @@ public partial class PlayerController : CharacterBody3D
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public float PoweredDashTime { get; set; } = 0.3f;
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[Export(PropertyHint.Range, "0,100,0.1")]
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public float PoweredDashStrength { get; set; } = 10f;
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// Aimed Dash
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[ExportSubgroup("Aimed")]
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float AimedDashTime { get; set; } = 0.1f;
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// Wall hug
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[ExportGroup("Wall hug")]
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@ -184,6 +188,7 @@ public partial class PlayerController : CharacterBody3D
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private StateChartState _megaJump;
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private StateChartState _simpleDash;
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private StateChartState _poweredDash;
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private StateChartState _aimedDash;
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private StateChartState _doubleJumpEnabled;
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private StateChartState _onWall;
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private StateChartState _onWallHugCanceled;
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@ -194,6 +199,9 @@ public partial class PlayerController : CharacterBody3D
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private Transition _onJumpFromWall;
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private Transition _onMegajumpFromWall;
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private float _playerHeight;
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private float _playerRadius;
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public override void _Ready()
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{
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///////////////////////////
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@ -240,6 +248,10 @@ public partial class PlayerController : CharacterBody3D
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"HeadCollisionDetectors/HeadCollisionDetector" + i);
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}
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var playerShape = CapsuleCollider.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape.Radius;
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// RPG Stuff
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Stamina = GetNode<Stamina>("Stamina");
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HealthSystem = GetNode<HealthSystem>("HealthSystem");
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@ -252,6 +264,7 @@ public partial class PlayerController : CharacterBody3D
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_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
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_simpleDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/Dash"));
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_poweredDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/PoweredDash"));
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_aimedDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/AimedDash"));
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// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
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_empowerOn = StateChartState.Of(GetNode("StateChart/Root/Empower/On"));
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_empowerOff = StateChartState.Of(GetNode("StateChart/Root/Empower/Off"));
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@ -320,14 +333,13 @@ public partial class PlayerController : CharacterBody3D
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// Signal setup ///////////
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///////////////////////////
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_weaponInHand.StateProcessing += HandleWeaponInHand;
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_aiming.StateProcessing += HandleAiming;
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_aiming.StatePhysicsProcessing += HandleAiming;
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_aiming.StateEntered += OnAimingEntered;
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_aiming.StateExited += ResetTimeScale;
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_aiming.StateExited += OnAimingExited;
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_grounded.StateEntered += OnGrounded;
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_grounded.StatePhysicsProcessing += HandleGrounded;
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_airborne.StateEntered += OnAirborne;
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_airborne.StatePhysicsProcessing += HandleAirborne;
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_coyoteEnabled.StateEntered += StartCoyoteTime;
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@ -357,6 +369,10 @@ public partial class PlayerController : CharacterBody3D
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_poweredDash.StateEntered += OnPoweredDashStarted;
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_poweredDash.StatePhysicsProcessing += HandlePoweredDash;
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_poweredDash.StateExited += OnPoweredDashFinished;
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_aimedDash.StateEntered += OnAimedDashStarted;
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_aimedDash.StatePhysicsProcessing += HandleAimedDash;
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_aimedDash.StateExited += OnAimedDashFinished;
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_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
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@ -384,9 +400,6 @@ public partial class PlayerController : CharacterBody3D
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_simpleDashCooldownTimer.Start();
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}
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public void OnAirborne()
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{
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}
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public void DashCooldownTimeout()
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{
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_canDash = true;
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@ -655,7 +668,7 @@ public partial class PlayerController : CharacterBody3D
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public void OnInputAimCanceled()
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{
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_playerState.SendEvent("cancel");
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DashSystem.CancelDash();
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DashSystem.StopPreparingDash();
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}
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public void OnInputHitPressed()
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{
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@ -672,11 +685,16 @@ public partial class PlayerController : CharacterBody3D
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{
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_playerState.SendEvent("empower_released");
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}
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private bool _dashAvailable = true;
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public void OnInputDashPressed()
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{
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if (_aiming.Active && CanPerformEmpoweredAction())
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{
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PerformEmpoweredAction();
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_playerState.SendEvent("aimed_dash");
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_playerState.SendEvent("cancel_aim");
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return;
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}
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if (_empowerOn.Active && CanPerformEmpoweredAction())
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{
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PerformEmpoweredAction();
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@ -693,6 +711,92 @@ public partial class PlayerController : CharacterBody3D
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_playerState.SendEvent("dash");
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}
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public void OnAimingEntered()
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{
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// if (!WeaponSystem.InHandState.Active)
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// {
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// OnDashStarted();
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// return;
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// }
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if (CanPerformEmpoweredAction())
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DashSystem.StartPreparingDash();
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if (!isOnFloorCustom() && CanPerformEmpoweredAction())
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ReduceTimeScaleWhileAiming();
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}
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public void HandleAiming(float delta)
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{
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RotateWeaponWithPlayer();
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if (CanPerformEmpoweredAction())
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DashSystem.PrepareDash();
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}
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public void OnAimingExited()
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{
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DashSystem.StopPreparingDash();
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}
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public void OnAimedDashStarted()
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{
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// if (WeaponSystem.FlyingState.Active)
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// {
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// DashSystem.ShouldMantle = false;
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// DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
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// }
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// else if (WeaponSystem.PlantedState.Active)
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// {
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// DashSystem.ShouldMantle = false;
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// var dashLocation = WeaponSystem.PlantLocation;
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// if (WeaponSystem.IsPlantedInWall())
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// {
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// dashLocation += WeaponSystem.PlantNormal * 0.5f; // Player radius
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// }
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//
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// if (WeaponSystem.IsPlantedUnderPlatform())
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// {
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// dashLocation += Vector3.Down * 1f; // Player height
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// }
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//
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// DashSystem.PlannedPlayerLocation = dashLocation;
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// }
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// _dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
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// Adjusting for player height, where the middle of the capsule should get to the dash location instead of the
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// feet of the capsule
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// GD.Print(DashSystem.CollisionNormal);
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var correction = DashSystem.CollisionNormal == Vector3.Down ? _playerHeight : DashSystem.DashCastRadius;
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var correctedLocation = DashSystem.PlannedLocation + Vector3.Down * correction;
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var dashTween = GetTree().CreateTween();
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dashTween.SetParallel();
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dashTween.SetTrans(Tween.TransitionType.Cubic);
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dashTween.SetEase(Tween.EaseType.InOut);
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dashTween.TweenProperty(this, "global_position", correctedLocation, AimedDashTime);
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dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
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dashTween.Finished += AimedDashTweenEnded;
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}
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public void HandleAimedDash(float delta)
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{
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}
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public void AimedDashTweenOngoing(float progress)
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{
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}
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public void AimedDashTweenEnded()
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{
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_playerState.SendEvent("dash_finished");
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}
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public void OnAimedDashFinished()
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{
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if (DashSystem.ShouldMantle)
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Mantle();
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}
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public void OnSimpleDashStarted()
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{
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@ -760,7 +864,6 @@ public partial class PlayerController : CharacterBody3D
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_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
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}
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// Jumping
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public void StartCoyoteTime()
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{
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GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
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@ -769,43 +872,6 @@ public partial class PlayerController : CharacterBody3D
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{
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_playerState.SendEvent("coyote_expired");
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}
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public void JumpFromWall(bool isEmpowered)
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{
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if (!_isWallJumpAvailable)
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return;
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_isWallJumpAvailable = false;
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var wallNormal = WallHugSystem.GetWallNormal().UnwrapOr(Vector3.Up);
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var isLookingTowardsWall = HeadSystem.GetForwardHorizontalVector().Dot(wallNormal) > 0.5;
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var jumpDirection = isLookingTowardsWall ? Vector3.Up : wallNormal;
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if (isEmpowered && CanPerformEmpoweredAction())
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{
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PerformEmpoweredAction();
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PerformJump(JumpTypes.JumpFromDash, jumpDirection);
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return;
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}
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PerformJump(JumpTypes.JumpFromWall, jumpDirection);
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}
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private void PerformJump(JumpTypes jumpType, Vector3? jumpDirection = null)
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{
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var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
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var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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Jump(jumpType, jumpVector);
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}
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public void Jump(JumpTypes jumpType, Vector3? jumpDirection = null, float boost = 1.0f)
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{
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var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
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var jumpForce = 100.0f;
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var currentHorizontalVelocity = new Vector3(Velocity.X, 0, Velocity.Z);
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var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
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Velocity = currentHorizontalVelocity + jumpVelocity;
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}
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// Mantling
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public void Mantle()
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@ -847,7 +913,7 @@ public partial class PlayerController : CharacterBody3D
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{
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_playerState.SendEvent("aim_canceled");
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_playerState.SendEvent("dash_ended");
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DashSystem.CancelDash();
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DashSystem.StopPreparingDash();
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return;
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}
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@ -855,7 +921,7 @@ public partial class PlayerController : CharacterBody3D
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if (WeaponSystem.FlyingState.Active)
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{
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DashSystem.ShouldMantle = false;
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DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
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DashSystem.PlannedLocation = WeaponSystem.GlobalPosition;
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}
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else if (WeaponSystem.PlantedState.Active)
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{
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@ -871,10 +937,9 @@ public partial class PlayerController : CharacterBody3D
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dashLocation += Vector3.Down * 1f; // Player height
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}
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DashSystem.PlannedPlayerLocation = dashLocation;
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DashSystem.PlannedLocation = dashLocation;
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}
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_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
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DashSystem.Dash();
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_dashDirection = (DashSystem.PlannedLocation - GlobalPosition).Normalized();
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}
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public void OnDashEnded()
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{
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@ -916,7 +981,7 @@ public partial class PlayerController : CharacterBody3D
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}
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public void OnWeaponThrown()
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{
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DashSystem.CancelDash();
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DashSystem.StopPreparingDash();
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_playerState.SendEvent("cancel_aim");
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RemoveChild(WeaponRoot);
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@ -930,21 +995,6 @@ public partial class PlayerController : CharacterBody3D
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DashSystem.CollisionPoint,
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DashSystem.CollisionNormal);
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}
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public void OnAimingEntered()
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{
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if (!WeaponSystem.InHandState.Active)
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{
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OnDashStarted();
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return;
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}
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if (!isOnFloorCustom() && CanPerformEmpoweredAction())
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ReduceTimeScaleWhileAiming();
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}
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public void OnAimingExited()
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{
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DashSystem.CancelDash();
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}
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// Regular processes
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public void HandleWeaponInHand(float delta)
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@ -952,13 +1002,6 @@ public partial class PlayerController : CharacterBody3D
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if (WeaponSystem.InHandState.Active)
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RotateWeaponWithPlayer();
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}
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public void HandleAiming(float delta)
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{
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RotateWeaponWithPlayer();
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if (CanPerformEmpoweredAction())
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DashSystem.PrepareDash();
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}
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///////////////////////////
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// Stateless logic ////////
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@ -4,7 +4,7 @@ namespace Movementtests.systems;
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public partial class DashSystem: Node3D
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{
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public record DashLocation(bool HasHit, Vector3 TargetLocation);
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public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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@ -16,7 +16,7 @@ public partial class DashSystem: Node3D
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public Vector3 TargetLocation { get; set; }
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public Vector3 CollisionPoint { get; set; }
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public Vector3 CollisionNormal { get; set; }
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public Vector3 PlannedPlayerLocation { get; set; }
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public Vector3 PlannedLocation { get; set; }
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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@ -45,10 +45,21 @@ public partial class DashSystem: Node3D
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private Vector3 _globalDashPosition = Vector3.Zero;
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private float _playerHeight;
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private float _playerRadius;
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public float DashCastRadius { get; set; }
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public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
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{
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_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
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var dashShape = _dashCast3D.GetShape() as SphereShape3D;
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DashCastRadius = dashShape!.Radius;
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_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
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var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape!.Radius;
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_head = head;
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_camera = camera;
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@ -63,121 +74,90 @@ public partial class DashSystem: Node3D
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_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
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}
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private Vector3 RecurseThroughCollisions(Vector3 previousCollisionPoint, Vector3 previousNormal, int recursionDepth)
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{
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if (recursionDepth == 0)
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return previousCollisionPoint;
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var startPoint = previousCollisionPoint + previousNormal*_playerHeight;
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_playerCast3D.SetGlobalPosition(startPoint);
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_playerCast3D.SetTargetPosition(-previousNormal*_playerRadius);
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var hasHit = _playerCast3D.IsColliding();
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if (!hasHit)
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return previousCollisionPoint;
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return RecurseThroughCollisions(
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_playerCast3D.GetCollisionPoint(0),
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_playerCast3D.GetCollisionNormal(0),
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recursionDepth - 1);
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}
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private DashLocation ComputeDashLocation()
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{
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var targetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
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var hasHit = _dashCast3D.IsColliding();
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if (!hasHit)
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{
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return new DashLocation(false, targetLocation);
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return new DashLocation(false, targetLocation, Vector3.Zero, Vector3.Zero);
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}
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CollisionPoint = _dashCast3D.GetCollisionPoint(0);
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CollisionNormal = _dashCast3D.GetCollisionNormal(0);
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var collisionPoint = _dashCast3D.GetCollisionPoint(0);
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var collisionNormal = _dashCast3D.GetCollisionNormal(0);
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var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
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var globalSweepPath = TargetLocation - _dashCast3D.GlobalPosition;
|
||||
var globalSweepPath = targetLocation - _dashCast3D.GlobalPosition;
|
||||
var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
|
||||
return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal);
|
||||
|
||||
// Pushes the point down when dashing to under a platform so head doesn't clip
|
||||
var maxPushDownDistance = 0.9f;
|
||||
var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
|
||||
var proportion = (float)Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
|
||||
var finalLocation = locationAlongPath
|
||||
+ CollisionNormal
|
||||
* maxPushDownDistance
|
||||
* Mathf.Clamp(proportion, 0, 1)
|
||||
* Mathf.Clamp(correctionProportion, 0, 1);
|
||||
|
||||
return new DashLocation(true, finalLocation);
|
||||
}
|
||||
|
||||
public DashLocation GetDashLocationInDirection(Vector3 direction)
|
||||
{
|
||||
var angle = Mathf.Atan2(direction.X, direction.Z);
|
||||
GD.Print(angle);
|
||||
var rotation = _head.Rotation.Y + angle*2.0f;
|
||||
_dashCast3D.SetRotation(new Vector3(0, rotation, 0));
|
||||
return ComputeDashLocation();
|
||||
// // Pushes the point down when dashing to under a platform so head doesn't clip
|
||||
// var maxPushDownDistance = 0.9f;
|
||||
// var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
|
||||
// var proportion = (float)Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
|
||||
// var finalLocation = locationAlongPath
|
||||
// + CollisionNormal
|
||||
// * maxPushDownDistance
|
||||
// * Mathf.Clamp(proportion, 0, 1)
|
||||
// * Mathf.Clamp(correctionProportion, 0, 1);
|
||||
//
|
||||
// return new DashLocation(true, finalLocation);
|
||||
}
|
||||
|
||||
public void PrepareDash()
|
||||
{
|
||||
_dashTarget.SetVisible(false);
|
||||
|
||||
_dashCast3D.SetRotation(new Vector3(
|
||||
_camera.Rotation.X,
|
||||
_head.Rotation.Y,
|
||||
_camera.Rotation.Z));
|
||||
|
||||
(HasHit, PlannedPlayerLocation) = ComputeDashLocation();
|
||||
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
|
||||
|
||||
|
||||
ShouldMantle = false;
|
||||
var mantleLocation = Vector3.Zero;
|
||||
if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
|
||||
{
|
||||
var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedPlayerLocation, CollisionNormal);
|
||||
ShouldMantle = mantleResult.IsSome(out mantleLocation);
|
||||
}
|
||||
PlannedMantleLocation = mantleLocation;
|
||||
// var mantleLocation = Vector3.Zero;
|
||||
// if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
|
||||
// {
|
||||
// var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedLocation, CollisionNormal);
|
||||
// ShouldMantle = mantleResult.IsSome(out mantleLocation);
|
||||
// }
|
||||
// PlannedMantleLocation = mantleLocation;
|
||||
|
||||
// Setup dash target
|
||||
var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
|
||||
targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
|
||||
|
||||
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
|
||||
targetMaterial.SetAlbedo(targetColor);
|
||||
_dashTarget.SetVisible(true);
|
||||
_dashTarget.SetGlobalPosition(PlannedPlayerLocation);
|
||||
_dashTarget.SetGlobalPosition(PlannedLocation);
|
||||
}
|
||||
|
||||
public void CancelDash()
|
||||
public void StopPreparingDash()
|
||||
{
|
||||
_dashTarget.SetVisible(false);
|
||||
}
|
||||
|
||||
public void DashTweenEnded()
|
||||
public void StartPreparingDash()
|
||||
{
|
||||
EmitSignal(SignalName.DashEnded);
|
||||
_dashTarget.SetVisible(false);
|
||||
}
|
||||
|
||||
public void Dash()
|
||||
{
|
||||
EmitSignal(SignalName.DashStarted);
|
||||
|
||||
var dashTweenInputs = new TweenQueueSystem.TweenInputs(PlannedPlayerLocation, DashSpeed);
|
||||
var dashTween = _tweenQueueSystem.TweenToLocation(dashTweenInputs);
|
||||
// dashTween.SetTrans(Tween.TransitionType.Cubic);
|
||||
// dashTween.SetEase(Tween.EaseType.Out);
|
||||
dashTween.TweenMethod(Callable.From<float>(Dashing), 0.0f, 1.0f, DashSpeed);
|
||||
dashTween.Finished += DashTweenEnded;
|
||||
if (ShouldMantle)
|
||||
{
|
||||
_tweenQueueSystem.QueueTween(PlannedMantleLocation, 0.2f);
|
||||
return;
|
||||
}
|
||||
|
||||
// var dashIndicator = (CpuParticles3D) DashIndicatorScene.Instantiate();
|
||||
// GetTree().GetRoot().AddChild(dashIndicator);
|
||||
// _globalDashPosition = _dashTarget.GlobalPosition + 1.5f*Vector3.Up;
|
||||
// dashIndicator.GlobalPosition = _globalDashPosition;
|
||||
// dashIndicator.SetEmitting(true);
|
||||
}
|
||||
|
||||
public void Dashing(float proportion)
|
||||
{
|
||||
_dashTarget.SetGlobalPosition(_globalDashPosition);
|
||||
EmitSignalDashProgress(proportion);
|
||||
}
|
||||
|
||||
public void DashToThrownWeapon()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void DashToPlantedWeapon()
|
||||
{
|
||||
|
||||
_dashTarget.SetVisible(true);
|
||||
}
|
||||
}
|
||||
|
@ -16,13 +16,14 @@ script = ExtResource("1_hwig2")
|
||||
DashIndicatorScene = ExtResource("2_tqt6i")
|
||||
|
||||
[node name="PlayerShapeCast3D" type="ShapeCast3D" parent="."]
|
||||
visible = false
|
||||
shape = ExtResource("2_jngg2")
|
||||
target_position = Vector3(0, 0, 0)
|
||||
collision_mask = 2
|
||||
debug_shape_custom_color = Color(0.863327, 0.636844, 0, 1)
|
||||
|
||||
[node name="DashCast3D" type="ShapeCast3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
|
||||
shape = SubResource("SphereShape3D_jngg2")
|
||||
target_position = Vector3(0, 0, -12)
|
||||
max_results = 1
|
||||
|
Reference in New Issue
Block a user