least worst version

This commit is contained in:
2025-09-11 16:36:27 +02:00
parent 00c4c1ddfa
commit 285365becf
4 changed files with 193 additions and 158 deletions

View File

@ -66,6 +66,7 @@ MegaJumpGravityLesseningFactor = 1.2
WallJumpStartVelocity = 8.0
SimpleDashStrength = 15.0
PoweredDashStrength = 50.0
AimedDashTime = 0.2
WallHugGravityLesseningFactor = 15.0
WallHugDownwardMaxSpeed = 8.0
WallHugHorizontalDeceleration = 0.5
@ -98,6 +99,7 @@ mesh = SubResource("CapsuleMesh_xc2g5")
[node name="CapsuleCollider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
shape = ExtResource("13_r7i3q")
debug_color = Color(0, 0.6, 0.701961, 0.341176)
script = ExtResource("8_lmtjd")
CapsuleDefaultHeight = 1.7
@ -418,6 +420,12 @@ to = NodePath("../Dashing/PoweredDash")
event = &"powered_dash"
delay_in_seconds = "0.0"
[node name="OnAimedDash" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("28_n7qhm")
to = NodePath("../Dashing/AimedDash")
event = &"aimed_dash"
delay_in_seconds = "0.0"
[node name="Mantling" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")
@ -492,6 +500,9 @@ script = ExtResource("27_34snm")
[node name="PoweredDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
script = ExtResource("27_34snm")
[node name="AimedDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
script = ExtResource("27_34snm")
[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm")

View File

@ -125,6 +125,10 @@ public partial class PlayerController : CharacterBody3D
public float PoweredDashTime { get; set; } = 0.3f;
[Export(PropertyHint.Range, "0,100,0.1")]
public float PoweredDashStrength { get; set; } = 10f;
// Aimed Dash
[ExportSubgroup("Aimed")]
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float AimedDashTime { get; set; } = 0.1f;
// Wall hug
[ExportGroup("Wall hug")]
@ -184,6 +188,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _megaJump;
private StateChartState _simpleDash;
private StateChartState _poweredDash;
private StateChartState _aimedDash;
private StateChartState _doubleJumpEnabled;
private StateChartState _onWall;
private StateChartState _onWallHugCanceled;
@ -194,6 +199,9 @@ public partial class PlayerController : CharacterBody3D
private Transition _onJumpFromWall;
private Transition _onMegajumpFromWall;
private float _playerHeight;
private float _playerRadius;
public override void _Ready()
{
///////////////////////////
@ -240,6 +248,10 @@ public partial class PlayerController : CharacterBody3D
"HeadCollisionDetectors/HeadCollisionDetector" + i);
}
var playerShape = CapsuleCollider.GetShape() as CapsuleShape3D;
_playerHeight = playerShape!.Height;
_playerRadius = playerShape.Radius;
// RPG Stuff
Stamina = GetNode<Stamina>("Stamina");
HealthSystem = GetNode<HealthSystem>("HealthSystem");
@ -252,6 +264,7 @@ public partial class PlayerController : CharacterBody3D
_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
_simpleDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/Dash"));
_poweredDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/PoweredDash"));
_aimedDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/AimedDash"));
// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
_empowerOn = StateChartState.Of(GetNode("StateChart/Root/Empower/On"));
_empowerOff = StateChartState.Of(GetNode("StateChart/Root/Empower/Off"));
@ -320,14 +333,13 @@ public partial class PlayerController : CharacterBody3D
// Signal setup ///////////
///////////////////////////
_weaponInHand.StateProcessing += HandleWeaponInHand;
_aiming.StateProcessing += HandleAiming;
_aiming.StatePhysicsProcessing += HandleAiming;
_aiming.StateEntered += OnAimingEntered;
_aiming.StateExited += ResetTimeScale;
_aiming.StateExited += OnAimingExited;
_grounded.StateEntered += OnGrounded;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StateEntered += OnAirborne;
_airborne.StatePhysicsProcessing += HandleAirborne;
_coyoteEnabled.StateEntered += StartCoyoteTime;
@ -357,6 +369,10 @@ public partial class PlayerController : CharacterBody3D
_poweredDash.StateEntered += OnPoweredDashStarted;
_poweredDash.StatePhysicsProcessing += HandlePoweredDash;
_poweredDash.StateExited += OnPoweredDashFinished;
_aimedDash.StateEntered += OnAimedDashStarted;
_aimedDash.StatePhysicsProcessing += HandleAimedDash;
_aimedDash.StateExited += OnAimedDashFinished;
_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
@ -384,9 +400,6 @@ public partial class PlayerController : CharacterBody3D
_simpleDashCooldownTimer.Start();
}
public void OnAirborne()
{
}
public void DashCooldownTimeout()
{
_canDash = true;
@ -655,7 +668,7 @@ public partial class PlayerController : CharacterBody3D
public void OnInputAimCanceled()
{
_playerState.SendEvent("cancel");
DashSystem.CancelDash();
DashSystem.StopPreparingDash();
}
public void OnInputHitPressed()
{
@ -672,11 +685,16 @@ public partial class PlayerController : CharacterBody3D
{
_playerState.SendEvent("empower_released");
}
private bool _dashAvailable = true;
public void OnInputDashPressed()
{
if (_aiming.Active && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
_playerState.SendEvent("aimed_dash");
_playerState.SendEvent("cancel_aim");
return;
}
if (_empowerOn.Active && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
@ -693,6 +711,92 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("dash");
}
public void OnAimingEntered()
{
// if (!WeaponSystem.InHandState.Active)
// {
// OnDashStarted();
// return;
// }
if (CanPerformEmpoweredAction())
DashSystem.StartPreparingDash();
if (!isOnFloorCustom() && CanPerformEmpoweredAction())
ReduceTimeScaleWhileAiming();
}
public void HandleAiming(float delta)
{
RotateWeaponWithPlayer();
if (CanPerformEmpoweredAction())
DashSystem.PrepareDash();
}
public void OnAimingExited()
{
DashSystem.StopPreparingDash();
}
public void OnAimedDashStarted()
{
// if (WeaponSystem.FlyingState.Active)
// {
// DashSystem.ShouldMantle = false;
// DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
// }
// else if (WeaponSystem.PlantedState.Active)
// {
// DashSystem.ShouldMantle = false;
// var dashLocation = WeaponSystem.PlantLocation;
// if (WeaponSystem.IsPlantedInWall())
// {
// dashLocation += WeaponSystem.PlantNormal * 0.5f; // Player radius
// }
//
// if (WeaponSystem.IsPlantedUnderPlatform())
// {
// dashLocation += Vector3.Down * 1f; // Player height
// }
//
// DashSystem.PlannedPlayerLocation = dashLocation;
// }
// _dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
// Adjusting for player height, where the middle of the capsule should get to the dash location instead of the
// feet of the capsule
// GD.Print(DashSystem.CollisionNormal);
var correction = DashSystem.CollisionNormal == Vector3.Down ? _playerHeight : DashSystem.DashCastRadius;
var correctedLocation = DashSystem.PlannedLocation + Vector3.Down * correction;
var dashTween = GetTree().CreateTween();
dashTween.SetParallel();
dashTween.SetTrans(Tween.TransitionType.Cubic);
dashTween.SetEase(Tween.EaseType.InOut);
dashTween.TweenProperty(this, "global_position", correctedLocation, AimedDashTime);
dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
dashTween.Finished += AimedDashTweenEnded;
}
public void HandleAimedDash(float delta)
{
}
public void AimedDashTweenOngoing(float progress)
{
}
public void AimedDashTweenEnded()
{
_playerState.SendEvent("dash_finished");
}
public void OnAimedDashFinished()
{
if (DashSystem.ShouldMantle)
Mantle();
}
public void OnSimpleDashStarted()
{
@ -760,7 +864,6 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
}
// Jumping
public void StartCoyoteTime()
{
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
@ -769,43 +872,6 @@ public partial class PlayerController : CharacterBody3D
{
_playerState.SendEvent("coyote_expired");
}
public void JumpFromWall(bool isEmpowered)
{
if (!_isWallJumpAvailable)
return;
_isWallJumpAvailable = false;
var wallNormal = WallHugSystem.GetWallNormal().UnwrapOr(Vector3.Up);
var isLookingTowardsWall = HeadSystem.GetForwardHorizontalVector().Dot(wallNormal) > 0.5;
var jumpDirection = isLookingTowardsWall ? Vector3.Up : wallNormal;
if (isEmpowered && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
PerformJump(JumpTypes.JumpFromDash, jumpDirection);
return;
}
PerformJump(JumpTypes.JumpFromWall, jumpDirection);
}
private void PerformJump(JumpTypes jumpType, Vector3? jumpDirection = null)
{
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
bool isPlayerDead = HealthSystem.IsDead();
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
Jump(jumpType, jumpVector);
}
public void Jump(JumpTypes jumpType, Vector3? jumpDirection = null, float boost = 1.0f)
{
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
var jumpForce = 100.0f;
var currentHorizontalVelocity = new Vector3(Velocity.X, 0, Velocity.Z);
var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
Velocity = currentHorizontalVelocity + jumpVelocity;
}
// Mantling
public void Mantle()
@ -847,7 +913,7 @@ public partial class PlayerController : CharacterBody3D
{
_playerState.SendEvent("aim_canceled");
_playerState.SendEvent("dash_ended");
DashSystem.CancelDash();
DashSystem.StopPreparingDash();
return;
}
@ -855,7 +921,7 @@ public partial class PlayerController : CharacterBody3D
if (WeaponSystem.FlyingState.Active)
{
DashSystem.ShouldMantle = false;
DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
DashSystem.PlannedLocation = WeaponSystem.GlobalPosition;
}
else if (WeaponSystem.PlantedState.Active)
{
@ -871,10 +937,9 @@ public partial class PlayerController : CharacterBody3D
dashLocation += Vector3.Down * 1f; // Player height
}
DashSystem.PlannedPlayerLocation = dashLocation;
DashSystem.PlannedLocation = dashLocation;
}
_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
DashSystem.Dash();
_dashDirection = (DashSystem.PlannedLocation - GlobalPosition).Normalized();
}
public void OnDashEnded()
{
@ -916,7 +981,7 @@ public partial class PlayerController : CharacterBody3D
}
public void OnWeaponThrown()
{
DashSystem.CancelDash();
DashSystem.StopPreparingDash();
_playerState.SendEvent("cancel_aim");
RemoveChild(WeaponRoot);
@ -930,21 +995,6 @@ public partial class PlayerController : CharacterBody3D
DashSystem.CollisionPoint,
DashSystem.CollisionNormal);
}
public void OnAimingEntered()
{
if (!WeaponSystem.InHandState.Active)
{
OnDashStarted();
return;
}
if (!isOnFloorCustom() && CanPerformEmpoweredAction())
ReduceTimeScaleWhileAiming();
}
public void OnAimingExited()
{
DashSystem.CancelDash();
}
// Regular processes
public void HandleWeaponInHand(float delta)
@ -952,13 +1002,6 @@ public partial class PlayerController : CharacterBody3D
if (WeaponSystem.InHandState.Active)
RotateWeaponWithPlayer();
}
public void HandleAiming(float delta)
{
RotateWeaponWithPlayer();
if (CanPerformEmpoweredAction())
DashSystem.PrepareDash();
}
///////////////////////////
// Stateless logic ////////

View File

@ -4,7 +4,7 @@ namespace Movementtests.systems;
public partial class DashSystem: Node3D
{
public record DashLocation(bool HasHit, Vector3 TargetLocation);
public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
@ -16,7 +16,7 @@ public partial class DashSystem: Node3D
public Vector3 TargetLocation { get; set; }
public Vector3 CollisionPoint { get; set; }
public Vector3 CollisionNormal { get; set; }
public Vector3 PlannedPlayerLocation { get; set; }
public Vector3 PlannedLocation { get; set; }
public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; }
@ -45,10 +45,21 @@ public partial class DashSystem: Node3D
private Vector3 _globalDashPosition = Vector3.Zero;
private float _playerHeight;
private float _playerRadius;
public float DashCastRadius { get; set; }
public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
{
_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
var dashShape = _dashCast3D.GetShape() as SphereShape3D;
DashCastRadius = dashShape!.Radius;
_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
_playerHeight = playerShape!.Height;
_playerRadius = playerShape!.Radius;
_head = head;
_camera = camera;
@ -63,121 +74,90 @@ public partial class DashSystem: Node3D
_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
}
private Vector3 RecurseThroughCollisions(Vector3 previousCollisionPoint, Vector3 previousNormal, int recursionDepth)
{
if (recursionDepth == 0)
return previousCollisionPoint;
var startPoint = previousCollisionPoint + previousNormal*_playerHeight;
_playerCast3D.SetGlobalPosition(startPoint);
_playerCast3D.SetTargetPosition(-previousNormal*_playerRadius);
var hasHit = _playerCast3D.IsColliding();
if (!hasHit)
return previousCollisionPoint;
return RecurseThroughCollisions(
_playerCast3D.GetCollisionPoint(0),
_playerCast3D.GetCollisionNormal(0),
recursionDepth - 1);
}
private DashLocation ComputeDashLocation()
{
var targetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
var hasHit = _dashCast3D.IsColliding();
if (!hasHit)
{
return new DashLocation(false, targetLocation);
return new DashLocation(false, targetLocation, Vector3.Zero, Vector3.Zero);
}
CollisionPoint = _dashCast3D.GetCollisionPoint(0);
CollisionNormal = _dashCast3D.GetCollisionNormal(0);
var collisionPoint = _dashCast3D.GetCollisionPoint(0);
var collisionNormal = _dashCast3D.GetCollisionNormal(0);
var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
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);
}
}

View File

@ -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