added a parry button and animation that lets player chose their enemy hit behaviour
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@@ -336,6 +336,8 @@ public partial class PlayerController : CharacterBody3D,
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private StateChartState _attackStandard;
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private StateChartState _attackDash;
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private StateChartState _parryStandard;
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private StateChartState _parryDash;
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private Transition _onJumpFromWall;
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private Transition _onJumpFromWallFalling;
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@@ -481,6 +483,8 @@ public partial class PlayerController : CharacterBody3D,
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// Attack states
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_attackStandard = StateChartState.Of(GetNode("StateChart/Root/Attack/StandardAttack"));
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_attackDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashAttack"));
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_parryStandard = StateChartState.Of(GetNode("StateChart/Root/Attack/StandardParry"));
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_parryDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashParry"));
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// State timers
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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@@ -597,6 +601,8 @@ public partial class PlayerController : CharacterBody3D,
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// Attack states
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_attackStandard.StateEntered += OnStandardAttackStarted;
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_attackDash.StateEntered += OnDashAttackStarted;
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_parryStandard.StateEntered += OnStandardParryStarted;
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_parryDash.StateEntered += OnDashParryStarted;
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// Testing out kill
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// GetTree().CreateTimer(2).Timeout += () => Kill(this);
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@@ -1709,16 +1715,8 @@ public partial class PlayerController : CharacterBody3D,
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///////////////////////////
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public void OnInputParryPressed()
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{
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if (WeaponSystem.FlyingState.Active)
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{
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DashToFlyingWeapon();
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return;
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}
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if (WeaponSystem.PlantedState.Active)
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{
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DashToPlantedWeapon();
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}
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var attackToDo = _isEnemyInDashAttackRange ? "dash_parry" : "standard_parry";
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_playerState.SendEvent(attackToDo);
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}
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///////////////////////////
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@@ -1965,7 +1963,7 @@ public partial class PlayerController : CharacterBody3D,
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if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable dashTarget)
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{
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enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
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enemyTargetState = PlayerUi.TargetState.TargetWouldKill;
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_targetLocation = dashTarget.GetTargetGlobalPosition();
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positionOnScreen = _camera.UnprojectPosition(_targetLocation);
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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@@ -1991,19 +1989,14 @@ public partial class PlayerController : CharacterBody3D,
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// var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
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positionOnScreen = _camera.UnprojectPosition(_targetLocation);
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_isEnemyInDashAttackRange = true; //targetDistance < TargetInRangeDistance; // Removing the "almost dash" UI
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if (_isEnemyInDashAttackRange)
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var wouldKill = false;
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if (_targetObject is IHealthable h and IDamageable d)
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{
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enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
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if (_targetObject is IDamageable damageable and IHealthable healthable)
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{
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var wouldBeDamage = damageable.ComputeDamage(new DamageRecord(GlobalPosition, RDamage));
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if (wouldBeDamage.Damage.DamageDealt < healthable.CurrentHealth)
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enemyTargetState = PlayerUi.TargetState.TargetInRange;
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}
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var wouldBeDamage = d.ComputeDamage(new DamageRecord(GlobalPosition, RDamage));
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if (h.CurrentHealth < wouldBeDamage.Damage.DamageDealt) wouldKill = true;
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}
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else enemyTargetState = PlayerUi.TargetState.TargetTooFar;
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_isEnemyInDashAttackRange = true;
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enemyTargetState = wouldKill ? PlayerUi.TargetState.TargetWouldKill : PlayerUi.TargetState.TargetWouldNotKill;
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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}
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@@ -2041,6 +2034,14 @@ public partial class PlayerController : CharacterBody3D,
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_audioStream!.SwitchToClipByName("attacks");
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}
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public void OnStandardParryStarted()
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{
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_attackCooldown.Start();
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HeadSystem.OnParry();
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_audioStream!.SwitchToClipByName("parry");
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}
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// TODO: fix repeated code and improve parry knockback
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private PhysicsDirectSpaceState3D _spaceState;
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public void OnDashAttackStarted()
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{
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@@ -2063,6 +2064,27 @@ public partial class PlayerController : CharacterBody3D,
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var dashTween = CreatePositionTween(plannedDashLocation, AimedDashTime);
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dashTween.Finished += OnDashAttackEnded;
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}
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public void OnDashParryStarted()
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{
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_audioStream!.SwitchToClipByName("parry");
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_isInvincible = true;
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var plannedDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
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var query = PhysicsRayQueryParameters3D.Create(HeadSystem.GlobalPosition, plannedDashLocation, DashSystem.DashCast3D.CollisionMask);
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var result = _spaceState.IntersectRay(query);
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if (result.Count > 0)
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{
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plannedDashLocation = (Vector3) result["position"];
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}
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var travel = plannedDashLocation - GlobalPosition;
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_preDashVelocity = Velocity;
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_dashDirection = travel.Normalized();
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var dashTween = CreatePositionTween(plannedDashLocation, AimedDashTime);
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dashTween.Finished += OnDashParryEnded;
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}
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public void OnDashAttackEnded()
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{
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@@ -2071,23 +2093,30 @@ public partial class PlayerController : CharacterBody3D,
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_hitEnemies.Add(damageable);
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TriggerDamage();
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}
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if (_targetObject is IStunnable stunnable)
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{
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stunnable.Stun();
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}
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GlobalPosition = ComputePositionAfterTargetedDash(_targetLocation, _targetHitLocation);
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
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Velocity = _dashDirection * postDashVelocity;
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_isInvincible = false;
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_playerState.SendEvent("attack_finished");
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}
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public void OnDashParryEnded()
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{
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if (_targetObject is IDamageable damageable)
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{
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_hitEnemies.Add(damageable);
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TriggerDamage();
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}
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if (_targetObject is IStunnable stunnable)
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{
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stunnable.Stun();
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}
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var shouldKnockback = _targetObject is IHealthable { CurrentHealth: > 0 };
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if (shouldKnockback)
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{
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Velocity = -_dashDirection*RKnockback.Modifier;
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}
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else
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{
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GlobalPosition = ComputePositionAfterTargetedDash(_targetLocation, _targetHitLocation);
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
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Velocity = _dashDirection * postDashVelocity;
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}
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Velocity = -_dashDirection*RKnockback.Modifier;
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_isInvincible = false;
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_playerState.SendEvent("attack_finished");
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}
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@@ -2104,6 +2133,17 @@ public partial class PlayerController : CharacterBody3D,
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ThrowWeapon();
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return;
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}
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if (WeaponSystem.FlyingState.Active)
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{
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DashToFlyingWeapon();
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return;
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}
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if (WeaponSystem.PlantedState.Active)
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{
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DashToPlantedWeapon();
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return;
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}
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var attackToDo = _isEnemyInDashAttackRange ? "dash_attack" : "standard_attack";
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_playerState.SendEvent(attackToDo);
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