fix: fixed some dash issues, there's still some
This commit is contained in:
@ -233,7 +233,6 @@ public partial class PlayerController : CharacterBody3D
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public void OnInputAimPressed()
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public void OnInputAimPressed()
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{
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{
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GD.Print("InputAimPressed");
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_playerState.SendEvent("aim_pressed");
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_playerState.SendEvent("aim_pressed");
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}
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}
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public void OnInputAimDown()
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public void OnInputAimDown()
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@ -379,16 +378,18 @@ public partial class PlayerController : CharacterBody3D
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_timeAfterDashingTimer.Start();
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_timeAfterDashingTimer.Start();
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if (WeaponSystem.FlyingState.Active)
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if (WeaponSystem.FlyingState.Active)
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{
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{
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DashSystem.DashResolve = new DashResolveRecord(false, WeaponSystem.GlobalPosition, Vector3.Zero);
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DashSystem.ShouldMantle = false;
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DashSystem.PlannedPlayerLocation = WeaponSystem.GlobalPosition;
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}
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}
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else if (WeaponSystem.PlantedState.Active)
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else if (WeaponSystem.PlantedState.Active)
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{
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{
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DashSystem.ShouldMantle = false;
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// Should we try to resolve with mantle?
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// Should we try to resolve with mantle?
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var dashLocation =
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var dashLocation =
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DashSystem.ComputeDashLocationForPlayerShape(WeaponSystem.PlantLocation, WeaponSystem.PlantNormal);
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DashSystem.ComputeDashLocationForPlayerShape(WeaponSystem.PlantLocation, WeaponSystem.PlantNormal);
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DashSystem.DashResolve = new DashResolveRecord(false, dashLocation, Vector3.Zero);
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DashSystem.PlannedPlayerLocation = dashLocation;
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}
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}
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_dashDirection = (DashSystem.DashResolve.DashLocation - GlobalPosition).Normalized();
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_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
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DashSystem.Dash();
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DashSystem.Dash();
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}
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}
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public void OnDashEnded()
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public void OnDashEnded()
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@ -436,12 +437,15 @@ public partial class PlayerController : CharacterBody3D
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RemoveChild(WeaponRoot);
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RemoveChild(WeaponRoot);
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GetTree().GetRoot().AddChild(WeaponRoot);
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GetTree().GetRoot().AddChild(WeaponRoot);
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WeaponRoot.SetGlobalPosition(GlobalPosition);
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WeaponRoot.SetGlobalPosition(GlobalPosition);
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var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation;
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var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve;
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DashSystem.CancelDash();
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DashSystem.CancelDash();
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WeaponSystem.ThrowWeapon(location, hasHit, collisionPoint, collisionNormal);
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var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.TargetLocation;
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WeaponSystem.ThrowWeapon(
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weaponTargetLocation,
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DashSystem.HasHit,
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DashSystem.CollisionPoint,
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DashSystem.CollisionNormal);
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}
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}
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public void OnAimingEntered()
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public void OnAimingEntered()
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{
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{
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@ -2,10 +2,6 @@
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namespace Movementtests.systems;
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namespace Movementtests.systems;
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public record DashComputationRecord(bool HasHit, Vector3 Location, Vector3 CollisionPoint, Vector3 CollisionNormal);
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public record DashResolveRecord(bool EndWithMantle, Vector3 DashLocation, Vector3 MantleLocation);
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public partial class DashSystem: Node3D
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public partial class DashSystem: Node3D
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{
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{
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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@ -13,6 +9,15 @@ public partial class DashSystem: Node3D
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[Export(PropertyHint.Range, "0,1000,1,or_greater")]
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[Export(PropertyHint.Range, "0,1000,1,or_greater")]
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public float PostDashSpeed { get; set; } = 0f;
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public float PostDashSpeed { get; set; } = 0f;
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public bool HasHit { get; set; }
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public Vector3 TargetLocation { get; set; }
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public Vector3 CollisionPoint { get; set; }
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public Vector3 CollisionNormal { get; set; }
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public Vector3 PlannedPlayerLocation { get; set; }
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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private Node3D _head;
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _playerCast3D;
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private ShapeCast3D _playerCast3D;
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@ -23,9 +28,6 @@ public partial class DashSystem: Node3D
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private MantleSystem _mantleSystem;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private MeshInstance3D _dashTarget;
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public DashResolveRecord DashResolve { get; set; }
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public DashComputationRecord DashComputation { get; set; }
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[Signal]
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[Signal]
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public delegate void DashStartedEventHandler();
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public delegate void DashStartedEventHandler();
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@ -48,27 +50,27 @@ public partial class DashSystem: Node3D
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_dashTarget.SetVisible(false);
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_dashTarget.SetVisible(false);
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}
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}
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private DashComputationRecord ComputeDashLocation()
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private void ComputeDashLocation()
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{
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{
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if (!_dashCast3D.IsColliding())
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TargetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
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HasHit = _dashCast3D.IsColliding();
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if (!HasHit)
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{
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{
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return new DashComputationRecord(false, _dashCast3D.ToGlobal(_dashCast3D.TargetPosition), Vector3.Zero, Vector3.Zero);
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PlannedPlayerLocation = TargetLocation;
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return;
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}
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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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CollisionPoint = _dashCast3D.GetCollisionPoint(0);
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// var playerEndLocation = ComputeDashLocationForPlayerShape(collisionPoint, collisionNormal);
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CollisionNormal = _dashCast3D.GetCollisionNormal(0);
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var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
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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 globalSweepPath = TargetLocation - _dashCast3D.GlobalPosition;
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var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
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var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
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var maxPushDownDistance = 0.9f;
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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 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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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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PlannedPlayerLocation = 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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}
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public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null)
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public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null)
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@ -98,26 +100,24 @@ public partial class DashSystem: Node3D
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_head.Rotation.Y,
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_head.Rotation.Y,
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_camera.Rotation.Z));
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_camera.Rotation.Z));
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DashComputation = ComputeDashLocation();
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ComputeDashLocation();
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var (hasHit, location, collisionPoint, collisionNormal) = DashComputation;
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var shouldMantle = false;
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var mantleLocation = Vector3.Zero;
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if (hasHit && Mathf.Abs(collisionNormal.Y) < 0.5f)
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{
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var mantleResult = _mantleSystem.FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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shouldMantle = mantleResult.IsSome(out mantleLocation);
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}
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var targetColor = hasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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ShouldMantle = false;
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targetColor = shouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
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var mantleLocation = Vector3.Zero;
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if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
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{
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var mantleResult = _mantleSystem.FindMantleLocationAtPoint(CollisionPoint, CollisionNormal);
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ShouldMantle = mantleResult.IsSome(out mantleLocation);
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}
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PlannedMantleLocation = mantleLocation;
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var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
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targetMaterial.SetAlbedo(targetColor);
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_dashTarget.SetVisible(true);
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_dashTarget.SetVisible(true);
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_dashTarget.SetGlobalPosition(location);
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_dashTarget.SetGlobalPosition(PlannedPlayerLocation);
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DashResolve = new DashResolveRecord(shouldMantle, location, mantleLocation);
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}
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}
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public void CancelDash()
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public void CancelDash()
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@ -134,12 +134,12 @@ public partial class DashSystem: Node3D
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{
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{
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EmitSignal(SignalName.DashStarted);
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EmitSignal(SignalName.DashStarted);
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_dashTarget.SetVisible(false);
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_dashTarget.SetVisible(false);
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var dashTweenInputs = new TweenQueueSystem.TweenInputs(DashResolve.DashLocation, 0.1f);
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var dashTweenInputs = new TweenQueueSystem.TweenInputs(PlannedPlayerLocation, 0.1f);
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var dashTween = _tweenQueueSystem.TweenToLocation(dashTweenInputs);
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var dashTween = _tweenQueueSystem.TweenToLocation(dashTweenInputs);
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dashTween.Finished += DashTweenEnded;
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dashTween.Finished += DashTweenEnded;
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if (DashResolve.EndWithMantle)
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if (ShouldMantle)
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{
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{
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_tweenQueueSystem.QueueTween(DashResolve.MantleLocation, 0.2f);
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_tweenQueueSystem.QueueTween(PlannedMantleLocation, 0.2f);
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}
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}
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}
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}
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