basic forge setup and refactored for some warning
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This commit is contained in:
2026-02-24 10:27:57 +01:00
parent 4f64139d61
commit 5da2aa31ab
14 changed files with 284 additions and 228 deletions

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@@ -1,11 +1,17 @@
using System;
using System.Collections.Generic;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.tools;
using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -13,7 +19,8 @@ public partial class PlayerController : CharacterBody3D,
IDamageable,
IDamageDealer,
IHealthable,
IKnockbackable
IKnockbackable,
IForgeEntity
{
// Enums
public enum AllowedInputs
@@ -42,39 +49,45 @@ public partial class PlayerController : CharacterBody3D,
[Signal]
public delegate void PlayerDiedEventHandler();
public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted;
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted = null!;
///////////////////////////
// Public stuff //
///////////////////////////
public HeadSystem HeadSystem;
public StairsSystem StairsSystem;
public MantleSystem MantleSystem;
public DashSystem DashSystem;
public CollisionShape3D StandingCollider;
public CollisionShape3D SlideCollider;
public WeaponSystem WeaponSystem;
public WallHugSystem WallHugSystem;
public PlayerUi PlayerUi;
public TextureRect DashIndicator;
public ColorRect PowerCooldownIndicator;
public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper;
public ShapeCast3D GroundDetector;
public ShapeCast3D CeilingDetector;
public RayCast3D DirectGroundDetector;
public Area3D WeaponHitbox;
public AudioStreamPlayer3D SfxPlayer;
public HeadSystem HeadSystem = null!;
public StairsSystem StairsSystem = null!;
public MantleSystem MantleSystem = null!;
public DashSystem DashSystem = null!;
public CollisionShape3D StandingCollider = null!;
public CollisionShape3D SlideCollider = null!;
public WeaponSystem WeaponSystem = null!;
public WallHugSystem WallHugSystem = null!;
public PlayerUi PlayerUi = null!;
public TextureRect DashIndicator = null!;
public ColorRect PowerCooldownIndicator = null!;
public Node3D DashIndicatorNode = null!;
public MeshInstance3D DashIndicatorMesh = null!;
public CylinderMesh DashIndicatorMeshCylinder = null!;
public RayCast3D WallRunSnapper = null!;
public ShapeCast3D GroundDetector = null!;
public ShapeCast3D CeilingDetector = null!;
public RayCast3D DirectGroundDetector = null!;
public Area3D WeaponHitbox = null!;
public AudioStreamPlayer3D SfxPlayer = null!;
public ShapeCast3D DashDamageDetector;
public Area3D SlidingEnemyDetector;
public ShapeCast3D DashDamageDetector = null!;
public Area3D SlidingEnemyDetector = null!;
public EntityAttributes Attributes { get; set; } = null!;
public EntityTags Tags { get; set; } = null!;
public EffectsManager EffectsManager { get; set; } = null!;
public EntityAbilities Abilities { get; set; } = null!;
public EventManager Events { get; set; } = null!;
// Inspector stuff
[Export] public Marker3D TutorialWeaponTarget;
[Export] public Marker3D TutorialWeaponTarget = null!;
[Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true;
@@ -88,11 +101,10 @@ public partial class PlayerController : CharacterBody3D,
public float AimAssistReductionWhenCloseToTarget { get; set; } = 0.3f;
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f;
[ExportGroup("Damage")]
[Export] public RDamage RDamage { get; set; }
[Export] public RKnockback RKnockback { get; set; }
[Export] public RHealth RHealth { get; set; }
[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!;
[Export] public RKnockback? RKnockback { get; set; } = null!;
[Export] public RHealth? RHealth { get; set; } = null!;
[ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -102,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")]
[Export]
public PackedScene Explosion { get; set; }
public PackedScene Explosion { get; set; } = null!;
// Movement stuff
[ExportCategory("Movement")]
@@ -129,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f;
[Export]
public PackedScene MantlePath { get; set; }
public PackedScene MantlePath { get; set; } = null!;
[Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f;
@@ -254,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4;
private RayCast3D[] _headCollisionDetectors;
private AudioStreamPlaybackInteractive _audioStream;
private RayCast3D[] _headCollisionDetectors = null!;
private AudioStreamPlaybackInteractive _audioStream = null!;
// Basic movement
private bool _movementEnabled = true;
@@ -265,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
internal float _targetSpeed;
internal float _gravity;
internal float TargetSpeed;
internal float Gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -276,10 +288,10 @@ public partial class PlayerController : CharacterBody3D,
// Mantle stuff
private bool _shouldMantleOnDashEnded;
private Path _mantlePath;
private Path? _mantlePath;
private bool _customMantle;
private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve;
private Curve3D _customMantleCurve = null!;
private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -290,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
internal bool _canDash = true;
internal bool CanDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;
@@ -316,61 +328,61 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f;
// Timers
private Timer _timeScaleAimInAirTimer;
private Timer _weaponThrowUncatchableTimer;
private Timer _simpleDashCooldownTimer;
private Timer _airborneDashCooldownTimer;
private Timer _powerCooldownTimer;
private Timer _invincibilityTimer;
private Timer _attackCooldown;
private Timer _timeScaleAimInAirTimer = null!;
private Timer _weaponThrowUncatchableTimer = null!;
private Timer _simpleDashCooldownTimer = null!;
private Timer _airborneDashCooldownTimer = null!;
private Timer _powerCooldownTimer = null!;
private Timer _invincibilityTimer = null!;
private Timer _attackCooldown = null!;
// State chart
private StateChart _playerState;
private StateChart _playerState = null!;
private StateChartState _aiming;
private StateChartState _powerExpired;
private StateChartState _powerRecharging;
private StateChartState _powerFull;
private StateChartState _aiming = null!;
private StateChartState _powerExpired = null!;
private StateChartState _powerRecharging = null!;
private StateChartState _powerFull = null!;
private StateChartState _grounded;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _jumping;
private StateChartState _simpleJump;
private StateChartState _doubleJump;
private StateChartState _mantling;
private StateChartState _simpleDash;
private StateChartState _aimedDash;
private StateChartState _weaponDash;
private StateChartState _sliding;
private StateChartState _groundSliding;
private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump;
private StateChartState _slideCanceled;
private StateChartState _slamming;
private StateChartState _onWall;
private StateChartState _onWallHugging;
private StateChartState _onWallHanging;
private StateChartState _onWallRunning;
private StateChartState _grounded = null!;
private StateChartState _airborne = null!;
private StateChartState _coyoteEnabled = null!;
private StateChartState _jumping = null!;
private StateChartState _simpleJump = null!;
private StateChartState _doubleJump = null!;
private StateChartState _mantling = null!;
private StateChartState _simpleDash = null!;
private StateChartState _aimedDash = null!;
private StateChartState _weaponDash = null!;
private StateChartState _sliding = null!;
private StateChartState _groundSliding = null!;
private StateChartState _airGliding = null!;
private StateChartState _airGlidingDoubleJump = null!;
private StateChartState _slideCanceled = null!;
private StateChartState _slamming = null!;
private StateChartState _onWall = null!;
private StateChartState _onWallHugging = null!;
private StateChartState _onWallHanging = null!;
private StateChartState _onWallRunning = null!;
private StateChartState _attackStandard;
private StateChartState _attackDash;
private StateChartState _parryStandard;
private StateChartState _parryDash;
private StateChartState _attackStandard = null!;
private StateChartState _attackDash = null!;
private StateChartState _parryStandard = null!;
private StateChartState _parryDash = null!;
private Transition _onJumpFromWall;
private Transition _onJumpFromWallFalling;
private Transition _onJumpFromWallRunning;
private Transition _onLeaveWallFromRun;
private Transition _onAirborneToGrounded;
private Transition _onJumpFromWall = null!;
private Transition _onJumpFromWallFalling = null!;
private Transition _onJumpFromWallRunning = null!;
private Transition _onLeaveWallFromRun = null!;
private Transition _onAirborneToGrounded = null!;
private Transition _onGroundSlideJump;
private Transition _onAirGlideDoubleJump;
private Transition _onGroundSlideJump = null!;
private Transition _onAirGlideDoubleJump = null!;
// Damage
public CDamageable CDamageable { get; set; }
public CHealth CHealth { get; set; }
public CKnockback CKnockback { get; set; }
public CDamageable? CDamageable { get; set; }
public CHealth? CHealth { get; set; }
public CKnockback? CKnockback { get; set; }
public float CurrentHealth { get; set; }
private bool _isInvincible;
@@ -383,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector;
private RayCast3D _aimAssisRayCast;
private Camera3D _camera;
private ShapeCast3D _closeEnemyDetector = null!;
private RayCast3D _aimAssisRayCast = null!;
private Camera3D _camera = null!;
public override void _Ready()
{
@@ -402,18 +414,39 @@ public partial class PlayerController : CharacterBody3D,
_aimAssisRayCast = GetNode<RayCast3D>("AimAssistRayCast");
_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
// Forge stuff
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var baseTags = new TagContainer(
forgeManager.TagsManager,
[
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
]);
Attributes = new EntityAttributes(new PlayerAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
Abilities = new(this);
Events = new();
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
GD.Print(health, mana, strength, speed);
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
_targetSpeed = WalkSpeed;
TargetSpeed = WalkSpeed;
DashIndicatorNode = GetNode<Node3D>("DashIndicator");
DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
DashIndicatorMeshCylinder = (DashIndicatorMesh.Mesh as CylinderMesh)!;
DashIndicatorMesh.Visible = false;
SfxPlayer = GetNode<AudioStreamPlayer3D>("SFXPlayer");
_audioStream = SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
_audioStream = (SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive)!;
// Camera stuff
HeadSystem = GetNode<HeadSystem>("HeadSystem");
@@ -539,7 +572,7 @@ public partial class PlayerController : CharacterBody3D,
// 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!;
public void StartDashAction(bool isParry)
{
if (isParry) HeadSystem.OnParry();
else HeadSystem.OnHit();
var streamName = isParry ? "parry" : "attacks";
_audioStream!.SwitchToClipByName(streamName);
_audioStream.SwitchToClipByName(streamName);
IsInvincible = true;
var plannedDashLocation = _targetLocation + Vector3.Down*_playerHeight/2;
@@ -2452,7 +2485,7 @@ public partial class PlayerController : CharacterBody3D,
_hitEnemies.Clear();
HeadSystem.OnHitTarget();
_audioStream!.SwitchToClipByName("hits");
_audioStream.SwitchToClipByName("hits");
TriggerHitstop();
}
@@ -2469,19 +2502,18 @@ public partial class PlayerController : CharacterBody3D,
}
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
GD.Print("That's NOT fine");
var record = CHealth.ReduceHealth(source, damageRecord);
var record = CHealth!.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, record);
return record;
}
public void RegisterKnockback(KnockbackRecord knockbackRecord)
{
CKnockback.RegisterKnockback(knockbackRecord);
CKnockback!.RegisterKnockback(knockbackRecord);
}
public Vector3 ComputeKnockback()
{
var kb = CKnockback.ComputeKnockback();
var kb = CKnockback!.ComputeKnockback();
return kb;
}
@@ -2500,10 +2532,9 @@ public partial class PlayerController : CharacterBody3D,
IsInvincible = false;
}
// Sound
public void OnFootStepped()
{
_audioStream!.SwitchToClipByName("footsteps");
_audioStream.SwitchToClipByName("footsteps");
}
}