dash and jump

This commit is contained in:
2025-07-21 14:40:48 +02:00
parent 374012569b
commit 4c16ad4f9a
9 changed files with 376 additions and 261 deletions

View File

@ -58,6 +58,8 @@ public partial class PlayerController : CharacterBody3D
public int DashIndicatorStartSize { get; set; } = 100;
[Export(PropertyHint.Range, "0,1,0.01")]
public float DashProgressAfterWhichToAct { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,50,0.1")]
public float BasicDashStrength { get; set; } = 10f;
[Export]
public Curve DashTimeDilationCurve { get; set; }
@ -76,25 +78,26 @@ public partial class PlayerController : CharacterBody3D
private bool _isWallJumpAvailable = true;
private StateChart _playerState;
// Actions state
private StateChartState _weaponInHand;
private StateChartState _aiming;
private StateChartState _dashing;
private StateChartState _weaponThrown;
private StateChartState _actionHanging;
// Movement state
private StateChartState _empowerOn;
private StateChartState _empowerOff;
private StateChartState _grounded;
private StateChartState _crouched;
private StateChartState _standing;
private StateChartState _mantling;
private StateChartState _movHanging;
private StateChartState _wallHugging;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _jump;
private StateChartState _jumpFromWall;
private StateChartState _doubleJumpEnabled;
private StateChartState _doubleJump;
private StateChartState _onWall;
private StateChartState _onWallHugging;
private StateChartState _onWallHanging;
private StateChartState _falling;
public override void _Ready()
@ -147,25 +150,26 @@ public partial class PlayerController : CharacterBody3D
// State management
_playerState = StateChart.Of(GetNode("StateChart"));
// Actions states
_weaponInHand = StateChartState.Of(GetNode("StateChart/Root/Actions/WeaponInHand"));
_aiming = StateChartState.Of(GetNode("StateChart/Root/Actions/Aiming"));
_dashing = StateChartState.Of(GetNode("StateChart/Root/Actions/Dashing"));
_weaponThrown = StateChartState.Of(GetNode("StateChart/Root/Actions/WeaponThrown"));
_actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
// Movement states
_weaponInHand = StateChartState.Of(GetNode("StateChart/Root/WeaponState/InHand"));
_weaponThrown = StateChartState.Of(GetNode("StateChart/Root/WeaponState/Flying"));
_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
_dashing = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing"));
// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
_empowerOn = StateChartState.Of(GetNode("StateChart/Root/Empower/On"));
_empowerOff = StateChartState.Of(GetNode("StateChart/Root/Empower/Off"));
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
_standing = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded/Standing"));
_crouched = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded/Crouched"));
_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/Hanging"));
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
_wallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/WallHugging"));
_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
_jump = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Jump"));
_jumpFromWall = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/JumpFromWall"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_doubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJump"));
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
// State timers
_coyoteTimer = GetNode<Timer>("CoyoteTime");
@ -231,17 +235,13 @@ public partial class PlayerController : CharacterBody3D
_grounded.StateEntered += OnGrounded;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StatePhysicsProcessing += HandleAirborne;
_wallHugging.StatePhysicsProcessing += HandleWallHugging;
_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
_coyoteEnabled.StateEntered += StartCoyoteTime;
_coyoteTimer.Timeout += CoyoteExpired;
_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
_jump.StateEntered += Jump;
_jumpFromWall.StateEntered += JumpFromWall;
_doubleJump.StateEntered += DoubleJump;
_mantling.StateEntered += Mantle;
_dashing.StateEntered += OnDashStarted;
_dashing.StatePhysicsProcessing += Dashing;
_weaponThrown.StateEntered += OnWeaponThrown;
}
@ -275,7 +275,7 @@ public partial class PlayerController : CharacterBody3D
}
public void OnInputAimCanceled()
{
_playerState.SendEvent("aim_canceled");
_playerState.SendEvent("cancel");
DashSystem.CancelDash();
}
public void OnInputHitPressed()
@ -286,16 +286,56 @@ public partial class PlayerController : CharacterBody3D
{
if (MoveSystem.CanMantle())
{
_playerState.SendEvent("mantle");
Mantle();
return;
}
if (_grounded.Active || _coyoteEnabled.Active)
if (_empowerOn.Active)
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
else
Jump();
else if (_doubleJumpEnabled.Active)
if (_empowerOn.Active)
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
else
DoubleJump();
else if (_onWall.Active)
JumpFromWall(_empowerOn.Active);
_playerState.SendEvent("jump");
}
public void OnInputDropPressed()
public void OnInputDashPressed()
{
_playerState.SendEvent("crouch");
_playerState.SendEvent("dash");
PerformDash(_empowerOn.Active);
}
public void OnInputThrowPressed()
{
_playerState.SendEvent("throw");
}
public void OnInputEmpowerDown()
{
_playerState.SendEvent("empower_down");
}
public void OnInputEmpowerReleased()
{
_playerState.SendEvent("empower_released");
}
public void PerformDash(bool isEmpowered)
{
var direction = HeadSystem.Transform.Basis * _inputMove;
var planarDirection = new Vector3(direction.X, 0, direction.Z).Normalized();
var dashStrength = isEmpowered ? BasicDashStrength * 2.5f : BasicDashStrength;
SetVelocity(planarDirection * dashStrength);
}
public void Dashing(float delta)
{
_playerState.SendEvent("dash_ended");
}
///////////////////////////
// Stateful logic /////////
@ -308,12 +348,12 @@ public partial class PlayerController : CharacterBody3D
_isWallJumpAvailable = true;
}
public bool CanPerformDashAction()
public bool CanPerformEmpoweredAction()
{
return DashActionsLeft > 0 && _dashCooldownTimer.IsStopped();
}
public void PerformDashAction()
public void PerformEmpoweredAction()
{
_isWallJumpAvailable = true;
_dashCooldownTimer.Start();
@ -331,41 +371,37 @@ public partial class PlayerController : CharacterBody3D
}
public void Jump()
{
if (_aiming.Active && CanPerformDashAction())
if (_aiming.Active && CanPerformEmpoweredAction())
{
_playerState.SendEvent("jump_from_dash");
PerformDashAction();
PerformEmpoweredAction();
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
return;
}
_playerState.SendEvent("to_double_jump");
PerformJump(MoveSystem.JumpTypes.SimpleJump);
}
public void JumpFromWall()
public void JumpFromWall(bool isEmpowered)
{
if (!_isWallJumpAvailable)
return;
_isWallJumpAvailable = false;
var wallNormal = WallHugSystem.GetWallNormal().UnwrapOr(Vector3.Up);
var isLookingTowardsWall = HeadSystem.GetForwardHorizontalVector().Dot(wallNormal) > 0.7;
var isLookingTowardsWall = HeadSystem.GetForwardHorizontalVector().Dot(wallNormal) > 0.5;
var jumpDirection = isLookingTowardsWall ? Vector3.Up : wallNormal;
if (_aiming.Active && CanPerformDashAction())
if (isEmpowered && CanPerformEmpoweredAction())
{
_playerState.SendEvent("jump_from_dash");
PerformDashAction();
PerformEmpoweredAction();
PerformJump(MoveSystem.JumpTypes.JumpFromDash, jumpDirection);
return;
}
_playerState.SendEvent("jump_from_wall");
PerformJump(MoveSystem.JumpTypes.JumpFromWall, jumpDirection);
}
public void DoubleJump()
{
_playerState.SendEvent("to_falling");
if (_aiming.Active && CanPerformDashAction())
if (_aiming.Active && CanPerformEmpoweredAction())
{
PerformDashAction();
PerformEmpoweredAction();
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
return;
}
@ -392,19 +428,20 @@ public partial class PlayerController : CharacterBody3D
// Mantling
public void Mantle()
{
_playerState.SendEvent("mantle");
var optionTween = MoveSystem.Mantle();
if (optionTween.IsSome(out var tween))
tween.Finished += MantleFinished;
}
public void MantleFinished()
{
_playerState.SendEvent("to_grounded");
_playerState.SendEvent("grounded");
}
// Dashing and weapon throwing
public void OnDashStarted()
{
if (!CanPerformDashAction())
if (!CanPerformEmpoweredAction())
{
_playerState.SendEvent("aim_canceled");
_playerState.SendEvent("dash_ended");
@ -412,7 +449,7 @@ public partial class PlayerController : CharacterBody3D
return;
}
PerformDashAction();
PerformEmpoweredAction();
_timeAfterDashingTimer.Start();
if (WeaponSystem.FlyingState.Active)
{
@ -503,7 +540,7 @@ public partial class PlayerController : CharacterBody3D
}
public void OnAimingEntered()
{
if (!isOnFloorCustom() && CanPerformDashAction())
if (!isOnFloorCustom() && CanPerformEmpoweredAction())
ReduceTimeScaleWhileAiming();
}
@ -517,7 +554,7 @@ public partial class PlayerController : CharacterBody3D
RotateWeaponWithPlayer();
if (isOnFloorCustom())
ResetTimeScale();
if (CanPerformDashAction())
if (CanPerformEmpoweredAction())
DashSystem.PrepareDash();
else
{
@ -551,6 +588,8 @@ public partial class PlayerController : CharacterBody3D
}
public void HandleWallHugging(float delta)
{
if (isOnFloorCustom())
_playerState.SendEvent("grounded");
if (!WallHugSystem.IsWallHugging())
_playerState.SendEvent("start_falling");
}
@ -572,8 +611,8 @@ public partial class PlayerController : CharacterBody3D
isOnFloorCustom(),
HealthSystem.IsDead(),
IsHeadTouchingCeiling(),
_actionHanging.Active,
_wallHugging.Active);
_onWallHanging.Active,
_onWallHugging.Active);
MoveSystem.MoveAround(moveAroundParams);
}