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

@ -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 ////////