gd: some weapon planting and dashing
This commit is contained in:
@ -82,6 +82,7 @@ MantleEndLocationDistanceFromWall = 1.0
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MantleHeightCastStart = 2.0
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[node name="DashSystem" parent="." instance=ExtResource("18_q5h8a")]
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PostDashSpeed = 68.0
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[node name="Bobbing" type="Node3D" parent="."]
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script = ExtResource("10_7wk1w")
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@ -175,6 +176,12 @@ to = NodePath("../../WeaponInHand")
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event = &"dash_ended"
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delay_in_seconds = "0.0"
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[node name="ToHanging" type="Node" parent="StateChart/Root/Dashing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Hanging")
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event = &"dash_to_planted"
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delay_in_seconds = "0.0"
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[node name="WeaponThrown" type="Node" parent="StateChart/Root"]
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script = ExtResource("27_34snm")
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@ -184,11 +191,21 @@ to = NodePath("../../Dashing")
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event = &"aim_pressed"
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delay_in_seconds = "0.0"
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[node name="Hanging" type="Node" parent="StateChart/Root"]
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script = ExtResource("27_34snm")
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[node name="ToWeaponInHand" type="Node" parent="StateChart/Root/Hanging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../WeaponInHand")
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event = &"jump"
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delay_in_seconds = "0.0"
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[node name="WeaponRoot" type="Node3D" parent="."]
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[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
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transform = Transform3D(1, 0, 0, 0, 0.173648, -0.984808, 0, 0.984808, 0.173648, 0.45268, 1.44035, -0.692528)
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ThrowForce = 25.0
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StraightThrowDuration = 0.07
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[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
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[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
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@ -25,8 +25,8 @@ public partial class PlayerController : CharacterBody3D
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private bool _movementEnabled = true;
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private bool _shouldMantle;
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private Vector3 _dashLocation = Vector3.Zero;
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private Vector3 _mantleLocation = Vector3.Zero;
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private Vector3 _dashDirection = Vector3.Zero;
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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@ -45,6 +45,7 @@ public partial class PlayerController : CharacterBody3D
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private StateChartState _aiming;
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private StateChartState _dashing;
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private StateChartState _weaponThrown;
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private StateChartState _hanging;
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public override void _Ready()
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{
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@ -96,6 +97,7 @@ public partial class PlayerController : CharacterBody3D
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_aiming = StateChartState.Of(GetNode("StateChart/Root/Aiming"));
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_dashing = StateChartState.Of(GetNode("StateChart/Root/Dashing"));
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_weaponThrown = StateChartState.Of(GetNode("StateChart/Root/WeaponThrown"));
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_hanging = StateChartState.Of(GetNode("StateChart/Root/Hanging"));
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///////////////////////////
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// Initialize components //
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@ -148,6 +150,16 @@ public partial class PlayerController : CharacterBody3D
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public void OnDashStarted()
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{
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if (WeaponSystem.FlyingState.Active)
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{
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DashSystem.DashResolve = new DashResolveRecord(false, WeaponSystem.PlayerDashLocation, Vector3.Zero);
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}
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else if (WeaponSystem.PlantedState.Active)
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{
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// Should we try to resolve with mantle?
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DashSystem.DashResolve = new DashResolveRecord(false, WeaponSystem.PlayerDashLocation, Vector3.Zero);
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}
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_dashDirection = (DashSystem.DashResolve.DashLocation - GlobalPosition).Normalized();
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DashSystem.Dash();
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}
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@ -166,14 +178,39 @@ public partial class PlayerController : CharacterBody3D
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public void OnDashEnded()
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{
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// Generates an error when dashing normally
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// This should solve itself when we handle weapon thrown dashes and regular dashes through different states
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// Regular dash
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if (WeaponSystem.InHandState.Active)
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{
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_playerState.SendEvent("dash_ended");
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return;
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}
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// Store the weapon state before resetting it
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var isPlantedOnWall = WeaponSystem.PlantedState.Active && WeaponSystem.GlobalRotation.Dot(Vector3.Up) < 0.1;
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var isFlying = WeaponSystem.FlyingState.Active;
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// Get the weapon back
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GetTree().GetRoot().RemoveChild(WeaponRoot);
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AddChild(WeaponRoot);
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WeaponRoot.SetGlobalPosition(GlobalPosition);
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WeaponSystem.ResetWeapon();
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if (isFlying)
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{
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var vel = _dashDirection * DashSystem.PostDashSpeed;
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SetVelocity(vel);
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_playerState.SendEvent("dash_ended");
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return; // In case states aren't exclusives
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}
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if (isPlantedOnWall)
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{
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MoveSystem.CanDoubleJump = true;
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_playerState.SendEvent("dash_to_planted");
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return; // In case states aren't exclusives
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}
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// Weapon planted anywhere else
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_playerState.SendEvent("dash_ended");
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}
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@ -213,6 +250,7 @@ public partial class PlayerController : CharacterBody3D
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public void OnInputJumpPressed()
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{
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_playerState.SendEvent("jump");
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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@ -237,7 +275,8 @@ public partial class PlayerController : CharacterBody3D
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_inputMove,
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isOnFloorCustom(),
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isPlayerDead,
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isHeadTouchingCeiling);
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isHeadTouchingCeiling,
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_hanging.Active);
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MoveSystem.MoveAround(moveAroundParams);
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Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
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@ -10,11 +10,14 @@ public partial class DashSystem: Node3D
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{
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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public float DashSpeed { get; set; } = 0.05f;
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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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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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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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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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@ -18,7 +18,8 @@ public partial class MoveSystem : Node3D
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Vector3 MovementDirection,
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bool IsOnFloor,
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bool IsDead,
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bool IsHeadTouchingCeiling
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bool IsHeadTouchingCeiling,
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bool isHanging
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);
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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@ -30,14 +31,14 @@ public partial class MoveSystem : Node3D
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[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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public float _currentSpeed;
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private const float DecelerationSpeedFactorFloor = 15.0f;
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private const float DecelerationSpeedFactorAir = 7.0f;
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private const float DecelerationSpeedFactorFloor = 5.0f;
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private const float DecelerationSpeedFactorAir = 1.0f;
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public float CrouchTransitionSpeed { get; set; } = 20.0f;
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[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
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public float DoubleJumpSpeedFactor { get; set; } = 2f;
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private bool _canDoubleJump = true;
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public bool CanDoubleJump { get; set; } = true;
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private Gravity _gravity;
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@ -60,10 +61,17 @@ public partial class MoveSystem : Node3D
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public void MoveAround(MoveAroundParameters param)
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{
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var (delta, movementDirection, isOnFloor, isDead, isHeadTouchingCeiling) = param;
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var (delta, movementDirection, isOnFloor, isDead, isHeadTouchingCeiling, isHanging) = param;
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var doesCapsuleHaveCrouchingHeight = _capsuleCollider.IsCrouchingHeight();
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var doesCapsuleHaveDefaultHeight = _capsuleCollider.IsDefaultHeight();
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if (isHanging)
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{
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_parent.Velocity = Vector3.Zero;
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_parent.MoveAndSlide();
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return;
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}
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// Adding the gravity
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if (!isOnFloor)
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@ -77,7 +85,7 @@ public partial class MoveSystem : Node3D
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if (isOnFloor)
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{
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_lastFrameWasOnFloor = Engine.GetPhysicsFrames();
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_canDoubleJump = true;
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CanDoubleJump = true;
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}
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// The code below is required to quickly adjust player's position on Y-axis when there's a ceiling on the
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@ -181,9 +189,9 @@ public partial class MoveSystem : Node3D
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y: _gravity.CalculateJumpForce(),
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z: _parent.Velocity.Z);
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}
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else if (_canDoubleJump)
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else if (CanDoubleJump)
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{
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_canDoubleJump = false;
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CanDoubleJump = false;
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_parent.Velocity = new Vector3(
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x: _parent.Velocity.X,
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y: _gravity.CalculateJumpForce() * DoubleJumpSpeedFactor,
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@ -1,4 +1,5 @@
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using Godot;
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using GodotStateCharts;
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namespace Movementtests.systems;
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@ -9,6 +10,11 @@ public partial class WeaponSystem : RigidBody3D
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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public float StraightThrowDuration { get; set; } = 0.1f;
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private StateChart _weaponState;
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public StateChartState InHandState;
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public StateChartState FlyingState;
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public StateChartState PlantedState;
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private Camera3D _camera;
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@ -19,21 +25,31 @@ public partial class WeaponSystem : RigidBody3D
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private Vector3 _throwDirection;
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private Vector3 _plantLocation;
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private Vector3 _plantNormal;
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public Vector3 PlayerDashLocation { get; set; }
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public void Init(Node3D head, Camera3D camera)
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{
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_head = head;
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_camera = camera;
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_weaponState = StateChart.Of(GetNode("StateChart"));
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InHandState = StateChartState.Of(GetNode("StateChart/Root/InHand"));
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FlyingState = StateChartState.Of(GetNode("StateChart/Root/Flying"));
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PlantedState = StateChartState.Of(GetNode("StateChart/Root/Planted"));
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_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
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_tweenQueueSystem.Init(this);
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_startTransform = Transform;
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Freeze = true;
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BodyEntered += OnThrownWeaponReachesGround;
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}
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public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
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{
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_weaponState.SendEvent("throw");
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_throwDirection = (end - GlobalPosition).Normalized();
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_plantLocation = collisionLocation;
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_plantNormal = collisionNormal;
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@ -54,6 +70,7 @@ public partial class WeaponSystem : RigidBody3D
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public void PlantWeaponInWall()
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{
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_weaponState.SendEvent("plant");
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Freeze = true;
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GlobalPosition = _plantLocation;
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LookAt(GlobalTransform.Origin + _plantNormal, Vector3.Up, true);
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@ -61,6 +78,7 @@ public partial class WeaponSystem : RigidBody3D
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public void ResetWeapon()
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{
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_weaponState.SendEvent("recover");
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Transform = _startTransform;
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Freeze = true;
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}
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@ -68,10 +86,12 @@ public partial class WeaponSystem : RigidBody3D
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public override void _IntegrateForces(PhysicsDirectBodyState3D state)
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{
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base._IntegrateForces(state);
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PlayerDashLocation = GlobalPosition;
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if (!Freeze && state.GetContactCount() > 0)
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{
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_plantLocation = state.GetContactLocalPosition(0);
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_plantNormal = state.GetContactLocalNormal(0);
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PlayerDashLocation = _plantLocation + _plantNormal * 0.1f;
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}
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}
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@ -1,7 +1,11 @@
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[gd_scene load_steps=5 format=3 uid="uid://ckm3d6k08a72u"]
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[gd_scene load_steps=9 format=3 uid="uid://ckm3d6k08a72u"]
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[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
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[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
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[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="3_5owyf"]
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[ext_resource type="Script" uid="uid://jk2jm1g6q853" path="res://addons/godot_state_charts/compound_state.gd" id="4_svc06"]
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[ext_resource type="Script" uid="uid://cytafq8i1y8qm" path="res://addons/godot_state_charts/atomic_state.gd" id="5_m0v1h"]
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[ext_resource type="Script" uid="uid://cf1nsco3w0mf6" path="res://addons/godot_state_charts/transition.gd" id="6_jpdh0"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_avini"]
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height = 1.0
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@ -29,4 +33,43 @@ shape = SubResource("CylinderShape3D_avini")
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
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mesh = SubResource("CylinderMesh_x1nha")
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[connection signal="body_entered" from="." to="." method="OnThrownWeaponReachesGround"]
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[node name="StateChart" type="Node" parent="."]
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script = ExtResource("3_5owyf")
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metadata/_custom_type_script = "uid://couw105c3bde4"
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[node name="Root" type="Node" parent="StateChart"]
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script = ExtResource("4_svc06")
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initial_state = NodePath("InHand")
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[node name="InHand" type="Node" parent="StateChart/Root"]
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script = ExtResource("5_m0v1h")
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[node name="ToFlying" type="Node" parent="StateChart/Root/InHand"]
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script = ExtResource("6_jpdh0")
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to = NodePath("../../Flying")
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event = &"throw"
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delay_in_seconds = "0.0"
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[node name="Flying" type="Node" parent="StateChart/Root"]
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script = ExtResource("5_m0v1h")
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[node name="ToHand" type="Node" parent="StateChart/Root/Flying"]
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script = ExtResource("6_jpdh0")
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to = NodePath("../../InHand")
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event = &"recover"
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delay_in_seconds = "0.0"
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[node name="ToPlanted" type="Node" parent="StateChart/Root/Flying"]
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script = ExtResource("6_jpdh0")
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to = NodePath("../../Planted")
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event = &"plant"
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delay_in_seconds = "0.0"
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[node name="Planted" type="Node" parent="StateChart/Root"]
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script = ExtResource("5_m0v1h")
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[node name="ToHand" type="Node" parent="StateChart/Root/Planted"]
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script = ExtResource("6_jpdh0")
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to = NodePath("../../InHand")
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event = &"recover"
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delay_in_seconds = "0.0"
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