fix: fixed some dash issues, there's still some

This commit is contained in:
2025-06-20 13:56:42 +02:00
parent 3a761fd0bd
commit 4f5ca49c76
2 changed files with 49 additions and 45 deletions

View File

@ -233,7 +233,6 @@ public partial class PlayerController : CharacterBody3D
public void OnInputAimPressed()
{
GD.Print("InputAimPressed");
_playerState.SendEvent("aim_pressed");
}
public void OnInputAimDown()
@ -379,16 +378,18 @@ public partial class PlayerController : CharacterBody3D
_timeAfterDashingTimer.Start();
if (WeaponSystem.FlyingState.Active)
{
DashSystem.DashResolve = new DashResolveRecord(false, WeaponSystem.GlobalPosition, Vector3.Zero);
DashSystem.ShouldMantle = false;
DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
}
else if (WeaponSystem.PlantedState.Active)
{
DashSystem.ShouldMantle = false;
// Should we try to resolve with mantle?
var dashLocation =
DashSystem.ComputeDashLocationForPlayerShape(WeaponSystem.PlantLocation, WeaponSystem.PlantNormal);
DashSystem.DashResolve = new DashResolveRecord(false, dashLocation, Vector3.Zero);
DashSystem.PlannedPlayerLocation = dashLocation;
}
_dashDirection = (DashSystem.DashResolve.DashLocation - GlobalPosition).Normalized();
_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
DashSystem.Dash();
}
public void OnDashEnded()
@ -436,12 +437,15 @@ public partial class PlayerController : CharacterBody3D
RemoveChild(WeaponRoot);
GetTree().GetRoot().AddChild(WeaponRoot);
WeaponRoot.SetGlobalPosition(GlobalPosition);
var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation;
var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve;
DashSystem.CancelDash();
WeaponSystem.ThrowWeapon(location, hasHit, collisionPoint, collisionNormal);
var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.TargetLocation;
WeaponSystem.ThrowWeapon(
weaponTargetLocation,
DashSystem.HasHit,
DashSystem.CollisionPoint,
DashSystem.CollisionNormal);
}
public void OnAimingEntered()
{