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@@ -1,11 +1,17 @@
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using System;
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using System.Collections.Generic;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using GodotStateCharts;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.tools;
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using RustyOptions;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
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@@ -13,7 +19,8 @@ public partial class PlayerController : CharacterBody3D,
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IDamageable,
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IDamageDealer,
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IHealthable,
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IKnockbackable
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IKnockbackable,
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IForgeEntity
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{
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// Enums
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public enum AllowedInputs
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@@ -42,39 +49,45 @@ public partial class PlayerController : CharacterBody3D,
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[Signal]
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public delegate void PlayerDiedEventHandler();
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public event Action<IDamageable, DamageRecord> DamageTaken;
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public event Action<IHealthable, HealthChangedRecord> HealthChanged;
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public event Action<IHealthable> HealthDepleted;
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public event Action<IDamageable, DamageRecord> DamageTaken = null!;
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public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
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public event Action<IHealthable> HealthDepleted = null!;
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///////////////////////////
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// Public stuff //
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///////////////////////////
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public HeadSystem HeadSystem;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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public CollisionShape3D StandingCollider;
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public CollisionShape3D SlideCollider;
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public WeaponSystem WeaponSystem;
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public WallHugSystem WallHugSystem;
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public PlayerUi PlayerUi;
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public TextureRect DashIndicator;
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public ColorRect PowerCooldownIndicator;
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public Node3D DashIndicatorNode;
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public MeshInstance3D DashIndicatorMesh;
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public CylinderMesh DashIndicatorMeshCylinder;
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public RayCast3D WallRunSnapper;
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public ShapeCast3D GroundDetector;
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public ShapeCast3D CeilingDetector;
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public RayCast3D DirectGroundDetector;
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public Area3D WeaponHitbox;
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public AudioStreamPlayer3D SfxPlayer;
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public HeadSystem HeadSystem = null!;
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public StairsSystem StairsSystem = null!;
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public MantleSystem MantleSystem = null!;
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public DashSystem DashSystem = null!;
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public CollisionShape3D StandingCollider = null!;
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public CollisionShape3D SlideCollider = null!;
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public WeaponSystem WeaponSystem = null!;
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public WallHugSystem WallHugSystem = null!;
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public PlayerUi PlayerUi = null!;
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public TextureRect DashIndicator = null!;
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public ColorRect PowerCooldownIndicator = null!;
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public Node3D DashIndicatorNode = null!;
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public MeshInstance3D DashIndicatorMesh = null!;
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public CylinderMesh DashIndicatorMeshCylinder = null!;
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public RayCast3D WallRunSnapper = null!;
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public ShapeCast3D GroundDetector = null!;
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public ShapeCast3D CeilingDetector = null!;
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public RayCast3D DirectGroundDetector = null!;
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public Area3D WeaponHitbox = null!;
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public AudioStreamPlayer3D SfxPlayer = null!;
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public ShapeCast3D DashDamageDetector;
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public Area3D SlidingEnemyDetector;
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public ShapeCast3D DashDamageDetector = null!;
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public Area3D SlidingEnemyDetector = null!;
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public EntityAttributes Attributes { get; set; } = null!;
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public EntityTags Tags { get; set; } = null!;
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public EffectsManager EffectsManager { get; set; } = null!;
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public EntityAbilities Abilities { get; set; } = null!;
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public EventManager Events { get; set; } = null!;
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// Inspector stuff
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[Export] public Marker3D TutorialWeaponTarget;
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[Export] public Marker3D TutorialWeaponTarget = null!;
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[Export] public bool TutorialDone { get; set; }
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[Export] public bool HasSword { get; set; } = true;
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[Export] public bool HasParry { get; set; } = true;
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@@ -88,11 +101,10 @@ public partial class PlayerController : CharacterBody3D,
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public float AimAssistReductionWhenCloseToTarget { get; set; } = 0.3f;
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[Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
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public float AimAssistReductionStartDistance { get; set; } = 10f;
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[ExportGroup("Damage")]
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[Export] public RDamage RDamage { get; set; }
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[Export] public RKnockback RKnockback { get; set; }
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[Export] public RHealth RHealth { get; set; }
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[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!;
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[Export] public RKnockback? RKnockback { get; set; } = null!;
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[Export] public RHealth? RHealth { get; set; } = null!;
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[ExportGroup("Targeting")]
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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@@ -102,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
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[ExportGroup("Instantiation")]
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[Export]
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public PackedScene Explosion { get; set; }
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public PackedScene Explosion { get; set; } = null!;
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// Movement stuff
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[ExportCategory("Movement")]
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@@ -129,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float MantleTime { get; set; } = 0.1f;
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[Export]
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public PackedScene MantlePath { get; set; }
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public PackedScene MantlePath { get; set; } = null!;
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[Export(PropertyHint.Range, "0,50,0.1")]
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public float MantleDashStrength { get; set; } = 15f;
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@@ -254,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
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// Stairs and shit
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NumOfHeadCollisionDetectors = 4;
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private RayCast3D[] _headCollisionDetectors;
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private AudioStreamPlaybackInteractive _audioStream;
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private RayCast3D[] _headCollisionDetectors = null!;
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private AudioStreamPlaybackInteractive _audioStream = null!;
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// Basic movement
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private bool _movementEnabled = true;
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@@ -265,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
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private float _inputRotateFloorplane;
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// Basic falling
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internal float _targetSpeed;
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internal float _gravity;
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internal float TargetSpeed;
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internal float Gravity;
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// Jump stuff
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private int _currentInputBufferFrames;
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@@ -276,10 +288,10 @@ public partial class PlayerController : CharacterBody3D,
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// Mantle stuff
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private bool _shouldMantleOnDashEnded;
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private Path _mantlePath;
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private Path? _mantlePath;
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private bool _customMantle;
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private Transform3D _customMantleStartTransform;
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private Curve3D _customMantleCurve;
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private Curve3D _customMantleCurve = null!;
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private Vector3 _mantleStartPosition;
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private Vector3 _velocityOnMantleStarted = Vector3.Zero;
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@@ -290,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
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private Vector3 _currentWallContactPoint = Vector3.Zero;
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// Dash stuff
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internal bool _canDash = true;
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internal bool CanDash = true;
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private bool _canDashAirborne = true;
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private float _playerHeight;
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private float _playerRadius;
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@@ -316,61 +328,61 @@ public partial class PlayerController : CharacterBody3D,
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private float _aimAssistMultiplier = 1.0f;
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// Timers
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private Timer _timeScaleAimInAirTimer;
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private Timer _weaponThrowUncatchableTimer;
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private Timer _simpleDashCooldownTimer;
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private Timer _airborneDashCooldownTimer;
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private Timer _powerCooldownTimer;
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private Timer _invincibilityTimer;
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private Timer _attackCooldown;
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private Timer _timeScaleAimInAirTimer = null!;
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private Timer _weaponThrowUncatchableTimer = null!;
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private Timer _simpleDashCooldownTimer = null!;
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private Timer _airborneDashCooldownTimer = null!;
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private Timer _powerCooldownTimer = null!;
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private Timer _invincibilityTimer = null!;
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private Timer _attackCooldown = null!;
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// State chart
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private StateChart _playerState;
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private StateChart _playerState = null!;
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private StateChartState _aiming;
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private StateChartState _powerExpired;
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private StateChartState _powerRecharging;
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private StateChartState _powerFull;
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private StateChartState _aiming = null!;
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private StateChartState _powerExpired = null!;
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private StateChartState _powerRecharging = null!;
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private StateChartState _powerFull = null!;
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private StateChartState _grounded;
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private StateChartState _airborne;
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private StateChartState _coyoteEnabled;
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private StateChartState _jumping;
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private StateChartState _simpleJump;
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private StateChartState _doubleJump;
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private StateChartState _mantling;
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private StateChartState _simpleDash;
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private StateChartState _aimedDash;
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private StateChartState _weaponDash;
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private StateChartState _sliding;
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private StateChartState _groundSliding;
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private StateChartState _airGliding;
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private StateChartState _airGlidingDoubleJump;
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private StateChartState _slideCanceled;
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private StateChartState _slamming;
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private StateChartState _onWall;
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private StateChartState _onWallHugging;
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private StateChartState _onWallHanging;
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private StateChartState _onWallRunning;
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private StateChartState _grounded = null!;
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private StateChartState _airborne = null!;
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private StateChartState _coyoteEnabled = null!;
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private StateChartState _jumping = null!;
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private StateChartState _simpleJump = null!;
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private StateChartState _doubleJump = null!;
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private StateChartState _mantling = null!;
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private StateChartState _simpleDash = null!;
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private StateChartState _aimedDash = null!;
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private StateChartState _weaponDash = null!;
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private StateChartState _sliding = null!;
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private StateChartState _groundSliding = null!;
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private StateChartState _airGliding = null!;
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private StateChartState _airGlidingDoubleJump = null!;
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private StateChartState _slideCanceled = null!;
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private StateChartState _slamming = null!;
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private StateChartState _onWall = null!;
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private StateChartState _onWallHugging = null!;
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private StateChartState _onWallHanging = null!;
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private StateChartState _onWallRunning = null!;
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private StateChartState _attackStandard;
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private StateChartState _attackDash;
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private StateChartState _parryStandard;
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private StateChartState _parryDash;
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private StateChartState _attackStandard = null!;
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private StateChartState _attackDash = null!;
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private StateChartState _parryStandard = null!;
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private StateChartState _parryDash = null!;
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private Transition _onJumpFromWall;
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private Transition _onJumpFromWallFalling;
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private Transition _onJumpFromWallRunning;
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private Transition _onLeaveWallFromRun;
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private Transition _onAirborneToGrounded;
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private Transition _onJumpFromWall = null!;
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private Transition _onJumpFromWallFalling = null!;
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private Transition _onJumpFromWallRunning = null!;
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private Transition _onLeaveWallFromRun = null!;
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private Transition _onAirborneToGrounded = null!;
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private Transition _onGroundSlideJump;
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private Transition _onAirGlideDoubleJump;
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private Transition _onGroundSlideJump = null!;
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private Transition _onAirGlideDoubleJump = null!;
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// Damage
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public CDamageable CDamageable { get; set; }
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public CHealth CHealth { get; set; }
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public CKnockback CKnockback { get; set; }
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public CDamageable? CDamageable { get; set; }
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public CHealth? CHealth { get; set; }
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public CKnockback? CKnockback { get; set; }
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public float CurrentHealth { get; set; }
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private bool _isInvincible;
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@@ -383,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
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private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
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private ShapeCast3D _closeEnemyDetector;
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private RayCast3D _aimAssisRayCast;
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private Camera3D _camera;
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private ShapeCast3D _closeEnemyDetector = null!;
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private RayCast3D _aimAssisRayCast = null!;
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private Camera3D _camera = null!;
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public override void _Ready()
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{
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@@ -402,18 +414,39 @@ public partial class PlayerController : CharacterBody3D,
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_aimAssisRayCast = GetNode<RayCast3D>("AimAssistRayCast");
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_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
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|
|
// Forge stuff
|
|
|
|
|
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
|
|
|
|
|
var baseTags = new TagContainer(
|
|
|
|
|
forgeManager.TagsManager,
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|
|
|
[
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|
|
|
|
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
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|
|
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
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|
|
|
|
]);
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|
Attributes = new EntityAttributes(new PlayerAttributeSet());
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|
Tags = new EntityTags(baseTags);
|
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|
|
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
|
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|
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|
Abilities = new(this);
|
|
|
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|
Events = new();
|
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|
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
|
|
|
|
|
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
|
|
|
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|
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
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|
|
|
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
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|
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|
GD.Print(health, mana, strength, speed);
|
|
|
|
|
|
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|
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|
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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|
|
|
|
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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|
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|
PowerCooldownIndicator.Visible = false;
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|
|
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|
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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|
_targetSpeed = WalkSpeed;
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|
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|
TargetSpeed = WalkSpeed;
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|
|
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|
DashIndicatorNode = GetNode<Node3D>("DashIndicator");
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|
|
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|
DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
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|
|
|
|
DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
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|
|
|
|
DashIndicatorMeshCylinder = (DashIndicatorMesh.Mesh as CylinderMesh)!;
|
|
|
|
|
DashIndicatorMesh.Visible = false;
|
|
|
|
|
|
|
|
|
|
SfxPlayer = GetNode<AudioStreamPlayer3D>("SFXPlayer");
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|
|
|
_audioStream = SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
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|
|
|
|
_audioStream = (SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive)!;
|
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|
|
|
|
|
|
|
|
// Camera stuff
|
|
|
|
|
HeadSystem = GetNode<HeadSystem>("HeadSystem");
|
|
|
|
|
@@ -539,7 +572,7 @@ public partial class PlayerController : CharacterBody3D,
|
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|
|
|
|
|
|
|
|
// Movement stuff
|
|
|
|
|
// Getting universal setting from GODOT editor to be in sync
|
|
|
|
|
_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
|
|
|
|
|
Gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
|
|
|
|
|
MantleSystem.Init();
|
|
|
|
|
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
|
|
|
|
|
DashSystem.Init(HeadSystem, _camera);
|
|
|
|
|
@@ -701,7 +734,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void SetPlayerHealthOverride(float newHealthValue)
|
|
|
|
|
{
|
|
|
|
|
RHealth.StartingHealth = newHealthValue;
|
|
|
|
|
CHealth.CurrentHealth = newHealthValue;
|
|
|
|
|
CHealth!.CurrentHealth = newHealthValue;
|
|
|
|
|
PlayerUi.Initialize(CHealth.CurrentHealth);
|
|
|
|
|
}
|
|
|
|
|
public void SetPlayerDamageOverride(float newDamageValue)
|
|
|
|
|
@@ -734,7 +767,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_canDash = true;
|
|
|
|
|
CanDash = true;
|
|
|
|
|
_canDashAirborne = true;
|
|
|
|
|
_playerState.SendEvent("dash");
|
|
|
|
|
}
|
|
|
|
|
@@ -761,7 +794,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void OnAirborneToGrounded()
|
|
|
|
|
{
|
|
|
|
|
HeadSystem.OnJumpEnded();
|
|
|
|
|
_audioStream!.SwitchToClipByName("land");
|
|
|
|
|
_audioStream.SwitchToClipByName("land");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool IsGroundLike()
|
|
|
|
|
@@ -968,7 +1001,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
// Utilities //
|
|
|
|
|
///////////////////////////
|
|
|
|
|
|
|
|
|
|
public float CalculateGravityForce() => _gravity * Weight;
|
|
|
|
|
public float CalculateGravityForce() => Gravity * Weight;
|
|
|
|
|
|
|
|
|
|
// Camera stuff
|
|
|
|
|
private Vector2 ComputeAimAssist()
|
|
|
|
|
@@ -1031,8 +1064,8 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
|
|
|
|
|
var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
|
|
|
|
|
|
|
|
|
|
float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * _targetSpeed, delta * acceleration);
|
|
|
|
|
float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * _targetSpeed, delta * acceleration);
|
|
|
|
|
float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * TargetSpeed, delta * acceleration);
|
|
|
|
|
float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * TargetSpeed, delta * acceleration);
|
|
|
|
|
return new Vector3(xAcceleration, 0, zAcceleration);
|
|
|
|
|
}
|
|
|
|
|
public Vector3 ComputeHVelocityGround(float delta)
|
|
|
|
|
@@ -1091,7 +1124,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
///////////////////////////
|
|
|
|
|
public void DashCooldownTimeout()
|
|
|
|
|
{
|
|
|
|
|
_canDash = true;
|
|
|
|
|
CanDash = true;
|
|
|
|
|
}
|
|
|
|
|
public void AirborneDashCooldownTimeout()
|
|
|
|
|
{
|
|
|
|
|
@@ -1124,8 +1157,8 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!_canDash) return;
|
|
|
|
|
_canDash = false;
|
|
|
|
|
if (!CanDash) return;
|
|
|
|
|
CanDash = false;
|
|
|
|
|
_simpleDashCooldownTimer.Start();
|
|
|
|
|
_playerState.SendEvent("dash");
|
|
|
|
|
}
|
|
|
|
|
@@ -1166,7 +1199,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward())
|
|
|
|
|
{
|
|
|
|
|
// _bufferedAction = BufferedActions.MantleDash;
|
|
|
|
|
_canDash = true; // Restore dash ability
|
|
|
|
|
CanDash = true; // Restore dash ability
|
|
|
|
|
_playerState.SendEvent("mantle");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@@ -1203,7 +1236,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void OnWallStarted()
|
|
|
|
|
{
|
|
|
|
|
if (_simpleDashCooldownTimer.IsStopped())
|
|
|
|
|
_canDash = true;
|
|
|
|
|
CanDash = true;
|
|
|
|
|
else
|
|
|
|
|
_simpleDashCooldownTimer.Start();
|
|
|
|
|
|
|
|
|
|
@@ -1452,7 +1485,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void OnJumpStarted(float verticalVelocity)
|
|
|
|
|
{
|
|
|
|
|
HeadSystem.OnJumpStarted();
|
|
|
|
|
_audioStream!.SwitchToClipByName("jump");
|
|
|
|
|
_audioStream.SwitchToClipByName("jump");
|
|
|
|
|
|
|
|
|
|
_framesSinceJumpAtApex = 0;
|
|
|
|
|
var angle = GetFloorAngle();
|
|
|
|
|
@@ -1474,7 +1507,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
}
|
|
|
|
|
public void OnDoubleJumpStarted()
|
|
|
|
|
{
|
|
|
|
|
_canDash = true;
|
|
|
|
|
CanDash = true;
|
|
|
|
|
// _canDashAirborne = true;
|
|
|
|
|
OnJumpStarted(DoubleJumpStartVelocity);
|
|
|
|
|
_bufferedAction = BufferedActions.None;
|
|
|
|
|
@@ -1559,7 +1592,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void OnMantleStarted()
|
|
|
|
|
{
|
|
|
|
|
HeadSystem.OnMantle();
|
|
|
|
|
_audioStream!.SwitchToClipByName("mantle");
|
|
|
|
|
_audioStream.SwitchToClipByName("mantle");
|
|
|
|
|
|
|
|
|
|
_mantlePath = MantlePath.Instantiate() as Path;
|
|
|
|
|
if (_mantlePath == null)
|
|
|
|
|
@@ -1584,11 +1617,11 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
}
|
|
|
|
|
public void HandleMantling(float delta)
|
|
|
|
|
{
|
|
|
|
|
GlobalPosition = _mantlePath.Target.GlobalPosition;
|
|
|
|
|
GlobalPosition = _mantlePath!.Target.GlobalPosition;
|
|
|
|
|
}
|
|
|
|
|
public void MantleFinished()
|
|
|
|
|
{
|
|
|
|
|
_mantlePath.Teardown();
|
|
|
|
|
_mantlePath!.Teardown();
|
|
|
|
|
|
|
|
|
|
// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
|
|
|
|
|
|
|
|
|
|
@@ -1667,8 +1700,8 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
}
|
|
|
|
|
public void SlideStarted()
|
|
|
|
|
{
|
|
|
|
|
_targetSpeed = Velocity.Length();
|
|
|
|
|
_audioStream!.SwitchToClipByName("glide");
|
|
|
|
|
TargetSpeed = Velocity.Length();
|
|
|
|
|
_audioStream.SwitchToClipByName("glide");
|
|
|
|
|
SetupSlideCollision();
|
|
|
|
|
|
|
|
|
|
SlidingEnemyDetector.Monitoring = true;
|
|
|
|
|
@@ -1741,7 +1774,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void OnSlideCanceled()
|
|
|
|
|
{
|
|
|
|
|
SetupStandingCollision();
|
|
|
|
|
_targetSpeed = WalkSpeed;
|
|
|
|
|
TargetSpeed = WalkSpeed;
|
|
|
|
|
}
|
|
|
|
|
public void HandleSlideCanceled(float delta)
|
|
|
|
|
{
|
|
|
|
|
@@ -1802,8 +1835,8 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
IsInvincible = false;
|
|
|
|
|
|
|
|
|
|
SetupStandingCollision();
|
|
|
|
|
_audioStream!.SwitchToClipByName("footsteps");
|
|
|
|
|
_targetSpeed = WalkSpeed;
|
|
|
|
|
_audioStream.SwitchToClipByName("footsteps");
|
|
|
|
|
TargetSpeed = WalkSpeed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void EnemyHitWhileSliding(Node enemy)
|
|
|
|
|
@@ -1836,7 +1869,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
{
|
|
|
|
|
SetHorizontalVelocity(Vector2.Zero);
|
|
|
|
|
SetVerticalVelocity(-SlamSpeed);
|
|
|
|
|
_audioStream!.SwitchToClipByName("dash");
|
|
|
|
|
_audioStream.SwitchToClipByName("dash");
|
|
|
|
|
}
|
|
|
|
|
public void HandleSlam(float delta)
|
|
|
|
|
{
|
|
|
|
|
@@ -1845,7 +1878,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
public void SlamEnded()
|
|
|
|
|
{
|
|
|
|
|
HeadSystem.OnGetHit();
|
|
|
|
|
_audioStream!.SwitchToClipByName("slam");
|
|
|
|
|
_audioStream.SwitchToClipByName("slam");
|
|
|
|
|
|
|
|
|
|
if (Explosion.Instantiate() is not Explosion explosion) return;
|
|
|
|
|
explosion.Radius = 10f;
|
|
|
|
|
@@ -1978,7 +2011,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
_dashDirection = travel.Normalized();
|
|
|
|
|
|
|
|
|
|
var shouldRebound = false;
|
|
|
|
|
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable targetable)
|
|
|
|
|
if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable targetable })
|
|
|
|
|
{
|
|
|
|
|
var plannedDashLocation = targetable.GetTargetGlobalPosition() + Vector3.Down*_playerHeight/2;
|
|
|
|
|
travel = plannedDashLocation - GlobalPosition;
|
|
|
|
|
@@ -2063,7 +2096,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
DashSystem.HasHit,
|
|
|
|
|
DashSystem.CollisionPoint,
|
|
|
|
|
DashSystem.CollisionNormal,
|
|
|
|
|
DashSystem.CollidedObject as Node);
|
|
|
|
|
(DashSystem.CollidedObject as Node)!);
|
|
|
|
|
}
|
|
|
|
|
public void RecoverWeapon()
|
|
|
|
|
{
|
|
|
|
|
@@ -2167,7 +2200,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
WeaponSystem.PlantObject = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ManageAttackedEnemyPostDash(Node enemy)
|
|
|
|
|
public void ManageAttackedEnemyPostDash(Node? enemy)
|
|
|
|
|
{
|
|
|
|
|
if (enemy is IDamageable damageable)
|
|
|
|
|
{
|
|
|
|
|
@@ -2227,7 +2260,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
private bool _isEnemyInDashAttackRange;
|
|
|
|
|
private Vector3 _targetHitLocation;
|
|
|
|
|
private Vector3 _targetLocation;
|
|
|
|
|
private Object _targetObject;
|
|
|
|
|
private Object? _targetObject;
|
|
|
|
|
public void HandleEnemyTargeting()
|
|
|
|
|
{
|
|
|
|
|
_isEnemyInDashAttackRange = false;
|
|
|
|
|
@@ -2235,7 +2268,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
var enemyTargetState = PlayerUi.TargetState.NoTarget;
|
|
|
|
|
var positionOnScreen = Vector2.Zero;
|
|
|
|
|
|
|
|
|
|
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable dashTarget)
|
|
|
|
|
if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable dashTarget })
|
|
|
|
|
{
|
|
|
|
|
enemyTargetState = PlayerUi.TargetState.TargetWouldKill;
|
|
|
|
|
_targetLocation = dashTarget.GetTargetGlobalPosition();
|
|
|
|
|
@@ -2279,11 +2312,11 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
if (IsInvincible)
|
|
|
|
|
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
|
|
|
|
|
|
|
|
|
|
var finalDamage = CDamageable.TakeDamage(damageRecord);
|
|
|
|
|
var finalDamage = CDamageable!.TakeDamage(damageRecord);
|
|
|
|
|
DamageTaken?.Invoke(this, finalDamage);
|
|
|
|
|
|
|
|
|
|
HeadSystem.OnGetHit();
|
|
|
|
|
_audioStream!.SwitchToClipByName("damage_taken");
|
|
|
|
|
_audioStream.SwitchToClipByName("damage_taken");
|
|
|
|
|
TriggerHitstop();
|
|
|
|
|
OnHitInvincibility();
|
|
|
|
|
|
|
|
|
|
@@ -2292,7 +2325,7 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
|
|
|
|
|
public DamageRecord ComputeDamage(DamageRecord damageRecord)
|
|
|
|
|
{
|
|
|
|
|
return CDamageable.ComputeDamage(damageRecord);
|
|
|
|
|
return CDamageable!.ComputeDamage(damageRecord);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnHitInvincibility()
|
|
|
|
|
@@ -2305,24 +2338,24 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
|
{
|
|
|
|
|
_attackCooldown.Start();
|
|
|
|
|
HeadSystem.OnHit();
|
|
|
|
|
_audioStream!.SwitchToClipByName("attacks");
|
|
|
|
|
_audioStream.SwitchToClipByName("attacks");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void OnStandardParryStarted()
|
|
|
|
|
{
|
|
|
|
|
_attackCooldown.Start();
|
|
|
|
|
HeadSystem.OnParry();
|
|
|
|
|
_audioStream!.SwitchToClipByName("parry");
|
|
|
|
|
_audioStream.SwitchToClipByName("parry");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private PhysicsDirectSpaceState3D _spaceState;
|
|
|
|
|
private PhysicsDirectSpaceState3D _spaceState = null!;
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public void StartDashAction(bool isParry)
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{
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if (isParry) HeadSystem.OnParry();
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else HeadSystem.OnHit();
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var streamName = isParry ? "parry" : "attacks";
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_audioStream!.SwitchToClipByName(streamName);
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_audioStream.SwitchToClipByName(streamName);
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IsInvincible = true;
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var plannedDashLocation = _targetLocation + Vector3.Down*_playerHeight/2;
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@@ -2452,7 +2485,7 @@ public partial class PlayerController : CharacterBody3D,
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_hitEnemies.Clear();
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HeadSystem.OnHitTarget();
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_audioStream!.SwitchToClipByName("hits");
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_audioStream.SwitchToClipByName("hits");
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TriggerHitstop();
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}
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@@ -2469,19 +2502,18 @@ public partial class PlayerController : CharacterBody3D,
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}
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public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
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{
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GD.Print("That's NOT fine");
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var record = CHealth.ReduceHealth(source, damageRecord);
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var record = CHealth!.ReduceHealth(source, damageRecord);
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HealthChanged?.Invoke(this, record);
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return record;
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}
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public void RegisterKnockback(KnockbackRecord knockbackRecord)
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{
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CKnockback.RegisterKnockback(knockbackRecord);
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CKnockback!.RegisterKnockback(knockbackRecord);
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}
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public Vector3 ComputeKnockback()
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{
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var kb = CKnockback.ComputeKnockback();
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var kb = CKnockback!.ComputeKnockback();
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return kb;
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}
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@@ -2500,10 +2532,9 @@ public partial class PlayerController : CharacterBody3D,
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IsInvincible = false;
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}
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// Sound
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public void OnFootStepped()
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{
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_audioStream!.SwitchToClipByName("footsteps");
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_audioStream.SwitchToClipByName("footsteps");
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}
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}
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