basic forge setup and refactored for some warning
This commit is contained in:
@@ -156,4 +156,5 @@
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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</ItemGroup>
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</Project>
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@@ -1,4 +1,5 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=22FEBE6E_002D769C_002D4716_002DA687_002DA0AC8F3EF84A_002Fd_003Ascenes_002Fd_003Aplayer_005Fcontroller_002Fd_003Ascripts_002Ff_003APlayerController_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AAction_00601_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F7c0f83388bfc4d2c9d09befcec9dd79bc90908_003Fb8_003F4d300c4d_003FAction_00601_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AAction_00602_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F7c0f83388bfc4d2c9d09befcec9dd79bc90908_003F87_003Fded27e2d_003FAction_00602_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AEnemy_005FScriptMethods_002Egenerated_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F8e71dc81611862c01a2cb998a1f327de14747655_003FEnemy_005FScriptMethods_002Egenerated_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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@@ -10,7 +10,7 @@ public interface IHealthable
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event Action<IHealthable, HealthChangedRecord> HealthChanged;
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event Action<IHealthable> HealthDepleted;
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[Export] RHealth RHealth { get; set; }
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[Export] RHealth? RHealth { get; set; }
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float CurrentHealth { get; set; }
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@@ -6,7 +6,7 @@ public record KnockbackRecord(DamageRecord DamageRecord, float ForceMultiplier =
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public interface IKnockbackable
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{
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[Export] RKnockback RKnockback { get; set;}
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[Export] RKnockback? RKnockback { get; set;}
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public void RegisterKnockback(KnockbackRecord record);
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public Vector3 ComputeKnockback();
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@@ -30,6 +30,7 @@ Shaker="*uid://c7flmumgr5w3u"
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CsgToolkitAutoload="*uid://w8ad8q4lneis"
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"Forge Bootstrap"="*uid://ba8fquhtwu5mu"
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GlobalHelpers="*uid://dqcm83o8e66a2"
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ForgeManager="*uid://c75tpswl62eew"
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[display]
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@@ -19,28 +19,26 @@ public partial class DashSystem: Node3D
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public Vector3 TargetLocation { get; set; }
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public Vector3 CollisionPoint { get; set; }
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public Vector3 CollisionNormal { get; set; }
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public GodotObject CollidedObject { get; set; }
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public GodotObject? CollidedObject { get; set; }
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public Vector3 PlannedLocation { get; set; }
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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public MantleSystem MantleSystem { get; set; }
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public MantleSystem MantleSystem { get; set; } = null!;
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internal HeadSystem _head;
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public ShapeCast3D DashCast3D;
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internal Camera3D _camera;
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internal Vector3 _dashDirection = Vector3.Zero;
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internal HeadSystem Head = null!;
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public ShapeCast3D DashCast3D = null!;
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internal Camera3D Camera = null!;
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internal Vector3 DashDirection = Vector3.Zero;
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internal ShapeCast3D _dashCastDrop;
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internal MeshInstance3D _dashDropIndicator;
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internal MeshInstance3D _dashDropLocationIndicator;
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internal ShapeCast3D DashCastDrop = null!;
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internal MeshInstance3D DashDropIndicator = null!;
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internal MeshInstance3D DashDropLocationIndicator = null!;
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internal MeshInstance3D DashTarget = null!;
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internal CpuParticles3D DashIndicator = null!;
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internal AnimationPlayer DashIndicatorAnim = null!;
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internal MeshInstance3D _dashTarget;
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internal CpuParticles3D _dashIndicator;
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internal AnimationPlayer _dashIndicatorAnim;
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[Export]
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public PackedScene DashIndicatorScene { get; set; }
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[Export] public PackedScene DashIndicatorScene { get; set; } = null!;
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[Signal]
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public delegate void DashStartedEventHandler();
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@@ -59,22 +57,22 @@ public partial class DashSystem: Node3D
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var dashShape = DashCast3D.GetShape() as SphereShape3D;
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DashCastRadius = dashShape!.Radius;
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_dashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
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_dashDropIndicator = GetNode<MeshInstance3D>("DashDropIndicator");
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_dashDropIndicator.Visible = false;
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_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
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_dashDropLocationIndicator.Visible = false;
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DashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
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DashDropIndicator = GetNode<MeshInstance3D>("DashDropIndicator");
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DashDropIndicator.Visible = false;
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DashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
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DashDropLocationIndicator.Visible = false;
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_head = head;
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_camera = camera;
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Head = head;
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Camera = camera;
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MantleSystem = GetNode<MantleSystem>("MantleSystem");
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MantleSystem.Init();
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_dashTarget = GetNode<MeshInstance3D>("DashTarget");
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_dashTarget.SetVisible(false);
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_dashIndicator = GetNode<CpuParticles3D>("DashIndicator");
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_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
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DashTarget = GetNode<MeshInstance3D>("DashTarget");
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DashTarget.SetVisible(false);
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DashIndicator = GetNode<CpuParticles3D>("DashIndicator");
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DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
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}
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internal DashLocation ComputeDashLocation()
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@@ -98,13 +96,13 @@ public partial class DashSystem: Node3D
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public void PrepareDash()
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{
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DashCast3D.SetRotation(_head.GetGlobalLookRotation());
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DashCast3D.SetRotation(Head.GetGlobalLookRotation());
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal, CollidedObject) = ComputeDashLocation();
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CanDashThroughTarget = false;
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if (CollidedObject is ITargetable targetable)
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if (CollidedObject is ITargetable)
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{
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_dashTarget.SetVisible(false);
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DashTarget.SetVisible(false);
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CanDashThroughTarget = true;
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return;
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}
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@@ -112,7 +110,7 @@ public partial class DashSystem: Node3D
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MantleSystem.SetGlobalPosition(PlannedLocation);
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MantleSystem.SetRotation(new Vector3(
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MantleSystem.Rotation.X,
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_head.Rotation.Y,
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Head.Rotation.Y,
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MantleSystem.Rotation.Z));
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MantleSystem.ProcessMantle(false);
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ShouldMantle = MantleSystem.IsMantlePossible;
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@@ -120,41 +118,18 @@ public partial class DashSystem: Node3D
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// Setup dash target
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var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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var targetMaterial = (StandardMaterial3D) DashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
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_dashTarget.SetVisible(true);
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DashTarget.SetVisible(true);
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var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
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_dashTarget.SetGlobalPosition(targetLocation);
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return;
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var shouldShowDropIndicator = !HasHit && !ShouldMantle;
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_dashDropIndicator.SetVisible(shouldShowDropIndicator);
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_dashDropLocationIndicator.SetVisible(shouldShowDropIndicator);
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if (shouldShowDropIndicator)
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{
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_dashCastDrop.GlobalPosition = targetLocation; // Place drop indication cast at dash location
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var startDropLocation = targetLocation; // Start of the drop is the dash target location
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// End of the drop is either max cast distance or first collision
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var hasDropLocationHit = _dashCastDrop.IsColliding();
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var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(DashCast3D.TargetPosition);
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// Only show drop location indicator if drop cast has hit
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_dashDropLocationIndicator.SetVisible(hasDropLocationHit);
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_dashDropLocationIndicator.SetGlobalPosition(endDropLocation);
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var dropLength = (endDropLocation - startDropLocation).Length();
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var dropDirection = (endDropLocation - startDropLocation).Normalized();
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_dashDropIndicator.SetScale(new Vector3(1, dropLength, 1));
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_dashDropIndicator.SetGlobalPosition(startDropLocation + dropDirection * dropLength * 0.5f);
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}
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DashTarget.SetGlobalPosition(targetLocation);
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}
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public void StopPreparingDash()
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{
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CanDashThroughTarget = false;
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_dashTarget.SetVisible(false);
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_dashDropIndicator.SetVisible(false);
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_dashDropLocationIndicator.SetVisible(false);
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DashTarget.SetVisible(false);
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DashDropIndicator.SetVisible(false);
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DashDropLocationIndicator.SetVisible(false);
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}
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}
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@@ -22,12 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
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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 ShapeCast3D _dashCast3D;
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private StateChart _weaponState = null!;
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public StateChartState InHandState = null!;
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public StateChartState FlyingState = null!;
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public StateChartState PlantedState = null!;
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private ShapeCast3D _dashCast3D = null!;
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private Transform3D _startTransform;
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private Vector3 _startMeshRotation;
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@@ -35,11 +34,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
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private Vector3 _throwDirection;
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public Vector3 PlantLocation { get; set; }
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public Vector3 PlantNormal { get; set; }
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public Node PlantObject { get; set; }
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public Node? PlantObject { get; set; }
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public MeshInstance3D WeaponLocationIndicator { get; set; }
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public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
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public MeshInstance3D WeaponMesh { get; set; }
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public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
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public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
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public MeshInstance3D WeaponMesh { get; set; } = null!;
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public void Init()
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{
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@@ -50,7 +49,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
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WeaponLocationIndicator = GetNode<MeshInstance3D>("WeaponLocationIndicator");
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WeaponLocationIndicator.Visible = false;
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WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
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WeaponLocationIndicatorMaterial = (WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D)!;
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WeaponMesh = GetNode<MeshInstance3D>("Weapon");
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_startMeshRotation = WeaponMesh.Rotation;
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@@ -100,7 +99,6 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
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var tween = GetTree().CreateTween();
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tween.SetParallel(true);
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tween.TweenProperty(this, "global_position", end, StraightThrowDuration);
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if (hasHit)
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{
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20
scenes/player_controller/scripts/PlayerAttributeSet.cs
Normal file
20
scenes/player_controller/scripts/PlayerAttributeSet.cs
Normal file
@@ -0,0 +1,20 @@
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using Gamesmiths.Forge.Attributes;
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namespace Movementtests.scenes.player_controller.scripts;
|
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public class PlayerAttributeSet : AttributeSet
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{
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public EntityAttribute Health { get; }
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public EntityAttribute Mana { get; }
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public EntityAttribute Strength { get; }
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public EntityAttribute Speed { get; }
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public PlayerAttributeSet()
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{
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// Initialize the attributes with the current, min and max values.
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Health = InitializeAttribute(nameof(Health), 100, 0, 150);
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Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
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Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
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Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
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}
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}
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@@ -0,0 +1 @@
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uid://budtqogrwod6w
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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;
|
||||
using Movementtests.tools;
|
||||
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,
|
||||
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;
|
||||
@@ -89,10 +102,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
[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");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,17 +18,17 @@ public class DashSystemUnitTest
|
||||
_dashSystem.DashCast3D = new ShapeCast3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashCast3D);
|
||||
|
||||
_dashSystem._dashCastDrop = new ShapeCast3D();
|
||||
_dashSystem.AddChild(_dashSystem._dashCastDrop);
|
||||
_dashSystem.DashCastDrop = new ShapeCast3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashCastDrop);
|
||||
|
||||
_dashSystem._dashTarget = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem._dashTarget);
|
||||
_dashSystem.DashTarget = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashTarget);
|
||||
|
||||
_dashSystem._dashDropIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem._dashDropIndicator);
|
||||
_dashSystem.DashDropIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashDropIndicator);
|
||||
|
||||
_dashSystem._dashDropLocationIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem._dashDropLocationIndicator);
|
||||
_dashSystem.DashDropLocationIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashDropLocationIndicator);
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
@@ -41,15 +41,15 @@ public class DashSystemUnitTest
|
||||
public void TestStopPreparingDash()
|
||||
{
|
||||
_dashSystem.CanDashThroughTarget = true;
|
||||
_dashSystem._dashTarget.Visible = true;
|
||||
_dashSystem._dashDropIndicator.Visible = true;
|
||||
_dashSystem._dashDropLocationIndicator.Visible = true;
|
||||
_dashSystem.DashTarget.Visible = true;
|
||||
_dashSystem.DashDropIndicator.Visible = true;
|
||||
_dashSystem.DashDropLocationIndicator.Visible = true;
|
||||
|
||||
_dashSystem.StopPreparingDash();
|
||||
|
||||
AssertBool(_dashSystem.CanDashThroughTarget).IsFalse();
|
||||
AssertBool(_dashSystem._dashTarget.Visible).IsFalse();
|
||||
AssertBool(_dashSystem._dashDropIndicator.Visible).IsFalse();
|
||||
AssertBool(_dashSystem._dashDropLocationIndicator.Visible).IsFalse();
|
||||
AssertBool(_dashSystem.DashTarget.Visible).IsFalse();
|
||||
AssertBool(_dashSystem.DashDropIndicator.Visible).IsFalse();
|
||||
AssertBool(_dashSystem.DashDropLocationIndicator.Visible).IsFalse();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,8 +15,8 @@ public class PlayerControllerUnitTest
|
||||
public void SetupTest()
|
||||
{
|
||||
_player = new PlayerController();
|
||||
_player._targetSpeed = 7.0f;
|
||||
_player._gravity = 9.8f;
|
||||
_player.TargetSpeed = 7.0f;
|
||||
_player.Gravity = 9.8f;
|
||||
|
||||
var rHealth = new RHealth(100.0f);
|
||||
_player.RHealth = rHealth;
|
||||
@@ -113,9 +113,9 @@ public class PlayerControllerUnitTest
|
||||
[TestCase]
|
||||
public void TestDashCooldownTimeout()
|
||||
{
|
||||
_player._canDash = false;
|
||||
_player.CanDash = false;
|
||||
_player.DashCooldownTimeout();
|
||||
AssertBool(_player._canDash).IsTrue();
|
||||
AssertBool(_player.CanDash).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
|
||||
27
tools/ForgeManager.cs
Normal file
27
tools/ForgeManager.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using Gamesmiths.Forge.Cues;
|
||||
using Gamesmiths.Forge.Tags;
|
||||
using Godot;
|
||||
|
||||
namespace Movementtests.tools;
|
||||
|
||||
public partial class ForgeManager : Node
|
||||
{
|
||||
public CuesManager CuesManager { get; private set; } = new CuesManager();
|
||||
public TagsManager TagsManager { get; private set; } = new TagsManager(
|
||||
[
|
||||
"character.player",
|
||||
"class.warrior",
|
||||
"status.stunned",
|
||||
"status.burning",
|
||||
"status.enraged",
|
||||
"status.immune.fire",
|
||||
"cues.damage.fire",
|
||||
"events.combat.damage",
|
||||
"events.combat.hit",
|
||||
"cooldown.fireball"
|
||||
]);
|
||||
|
||||
public ForgeManager()
|
||||
{
|
||||
}
|
||||
}
|
||||
1
tools/ForgeManager.cs.uid
Normal file
1
tools/ForgeManager.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c75tpswl62eew
|
||||
Reference in New Issue
Block a user