gd,fix: player won't go through thin platforms from underneath, added a small cooldown to dash actions, remapped inputs a bit for gamefeel
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@ -15,6 +15,7 @@ public partial class DashSystem: Node3D
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _playerCast3D;
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private Camera3D _camera;
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private TweenQueueSystem _tweenQueueSystem;
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private Vector3 _dashDirection = Vector3.Zero;
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@ -34,6 +35,8 @@ public partial class DashSystem: Node3D
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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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_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
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_head = head;
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_camera = camera;
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_tweenQueueSystem = tweenQueueSystem;
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@ -53,9 +56,37 @@ public partial class DashSystem: Node3D
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}
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var collisionPoint = _dashCast3D.GetCollisionPoint(0);
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var collisionNormal = _dashCast3D.GetCollisionNormal(0);
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var collisionShape = (SphereShape3D) _dashCast3D.GetShape();
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var centerSphereLocation = collisionPoint + collisionNormal * 0.2f;
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return new DashComputationRecord(true, centerSphereLocation, collisionPoint, collisionNormal);
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// var playerEndLocation = ComputeDashLocationForPlayerShape(collisionPoint, collisionNormal);
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var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
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var globalSweepPath = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition) - _dashCast3D.GlobalPosition;
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var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
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var maxPushDownDistance = 0.9f;
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var correctionProportion = (float)Mathf.Remap(collisionNormal.Y, -0.5, -1, 0, 1);
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var proportion = (float) Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
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locationAlongPath += collisionNormal * maxPushDownDistance * proportion * correctionProportion;
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var otherLocation = ComputeDashLocationForPlayerShape(collisionPoint, collisionNormal);
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return new DashComputationRecord(true, locationAlongPath, collisionPoint, collisionNormal);
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}
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public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null)
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{
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if (!normal.HasValue)
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return location;
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var castStartLocation = location + 2 * normal.Value;
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var castEndLocation = -2 * normal.Value;
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_playerCast3D.SetGlobalPosition(castStartLocation);
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_playerCast3D.SetTargetPosition(castEndLocation);
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if (!_playerCast3D.IsColliding())
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return castEndLocation;
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var fraction = _playerCast3D.GetClosestCollisionSafeFraction();
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var locationAlongPath = castEndLocation * fraction;
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return castStartLocation + locationAlongPath;
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}
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public void PrepareDash()
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@ -1,11 +1,9 @@
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[gd_scene load_steps=6 format=3 uid="uid://cqduhd4opgwvm"]
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[ext_resource type="Script" uid="uid://dwoppk8j5fxeg" path="res://systems/dash/DashSystem.cs" id="1_hwig2"]
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[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="2_jngg2"]
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[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="2_pff7b"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_qu4wy"]
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radius = 0.2
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[sub_resource type="SphereMesh" id="SphereMesh_qu4wy"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v31n3"]
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@ -13,9 +11,15 @@ radius = 0.2
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[node name="DashSystem" type="Node3D"]
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script = ExtResource("1_hwig2")
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[node name="PlayerShapeCast3D" type="ShapeCast3D" parent="."]
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shape = ExtResource("2_jngg2")
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target_position = Vector3(0, 0, 0)
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collision_mask = 2
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debug_shape_custom_color = Color(0.863327, 0.636844, 0, 1)
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[node name="DashCast3D" type="ShapeCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.68, 0)
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shape = SubResource("SphereShape3D_qu4wy")
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shape = ExtResource("2_jngg2")
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target_position = Vector3(0, 0, -12)
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max_results = 1
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collision_mask = 2
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