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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