fixing the manlting into geo
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@@ -102,6 +102,7 @@ player = NodePath("../Player")
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pause = ExtResource("10_0ari0")
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[node name="TutorialController" type="Control" parent="."]
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visible = false
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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@@ -374,9 +375,10 @@ shadow_opacity = 0.95
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shadow_blur = 2.435
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[node name="Player" parent="." node_paths=PackedStringArray("TutorialWeaponTarget") instance=ExtResource("1_2vsi6")]
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transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, 0, -132.75, 118)
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transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, -6, 75.5, -13.5)
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collision_layer = 17
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TutorialWeaponTarget = NodePath("../PlacedTutorialWeapon/WeaponLocationTarget")
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TutorialDone = true
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AccelerationAir = 1.5
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[node name="DebugLayer" type="CanvasLayer" parent="."]
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@@ -78,7 +78,7 @@ DoubleJumpGravityLesseningFactor = 1.5
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MegaJumpStartVelocity = 30.0
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MegaJumpHangTimeInFrames = 12
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MegaJumpGravityLesseningFactor = 1.2
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WallJumpStartVelocity = 12.0
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WallJumpStartVelocity = 8.0
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MaxNumberOfEmpoweredActions = 3
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SimpleDashStrength = 15.0
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PoweredDashStrength = 30.0
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@@ -252,7 +252,6 @@ offset_left = 1524.0
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offset_top = 1.0
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offset_right = -8.0
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offset_bottom = 1.0
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enabled = false
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initial_node_to_watch = NodePath("../StateChart")
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[node name="UI" type="Control" parent="."]
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@@ -485,15 +485,17 @@ public partial class PlayerController : CharacterBody3D
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public void HandleAirborne(float delta)
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{
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MoveInAir(delta);
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if (isOnFloorCustom())
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_playerState.SendEvent("grounded");
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if (IsTryingToMantle()) _playerState.SendEvent("mantle");
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if (!WallHugSystem.IsWallHugging())
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{
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_isWallJumpAvailable = true; // reset wall jump if we left the wall
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return;
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}
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// Going upwards, we stay simply airborne
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if (Velocity.AngleTo(Vector3.Up) < Math.PI / 4)
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@@ -640,7 +642,10 @@ public partial class PlayerController : CharacterBody3D
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if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
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{
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if (!_isWallJumpAvailable) return;
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if (!_isWallJumpAvailable)
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{
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OnJumpFromWall();
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}
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}
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_playerState.SendEvent("jump");
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}
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@@ -57,13 +57,15 @@ public partial class MantleSystem: Node3D
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IsMantlePossible = false;
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if (!isColliding) return;
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// Check if collide with wall
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// Check if face something wall-like that should be climbable
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var collisionNormal = isGrounded ? _groundedWallDetect.GetCollisionNormal(0) : _inAirWallDetect.GetCollisionNormal(0);
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if (collisionNormal.Y > 0.9f) return;
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if (collisionNormal.Y > 0.7f) return;
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var spaceState = GetWorld3D().DirectSpaceState;
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MantleCurve = new Curve3D();
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MantleCurve.AddPoint(Vector3.Zero);
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var hasFirstProfileHit = false;
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var hasFirstProfileHit = false;
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var previousProfilePoint = GlobalPosition;
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foreach (var wallProfileShapecast in _wallProfileShapecasts)
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{
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// Haven't met the wall yet
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@@ -74,22 +76,31 @@ public partial class MantleSystem: Node3D
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// Got to the other side of the wall, we stop there
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if (!wallProfileShapecast.IsColliding())
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{
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MantleCurve.AddPoint(ToLocal(globalTargetPosition));
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// MantleCurve.AddPoint(ToLocal(globalTargetPosition));
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break;
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}
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var profilePoint = wallProfileShapecast.GetCollisionPoint(0);
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var profileNormal = wallProfileShapecast.GetCollisionNormal(0);
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var shape = wallProfileShapecast.Shape as SphereShape3D;
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var shapeRadius = shape == null ? 0.125f : shape.Radius;
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var centerOfShape = profilePoint + profileNormal * shapeRadius;
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// Check if we collided parallel to a wall
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var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(profilePoint);
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var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(centerOfShape);
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var isCollidingWithWall = profileNormal.Y < 0.1f;
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if (isCollisionSameAsTarget || isCollidingWithWall) continue;
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// Check if the path from the previous point makes us go through a wall
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var query = PhysicsRayQueryParameters3D.Create(previousProfilePoint, centerOfShape, wallProfileShapecast.CollisionMask);
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0) break; // We are going through a wall, we stop there
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// We have a valid collision
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if (!hasFirstProfileHit) FirstMantleProfilePoint = profilePoint;
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if (!hasFirstProfileHit) FirstMantleProfilePoint = centerOfShape;
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hasFirstProfileHit = true;
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MantleCurve.AddPoint(ToLocal(profilePoint));
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previousProfilePoint = centerOfShape;
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MantleCurve.AddPoint(ToLocal(centerOfShape));
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}
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if (MantleCurve.PointCount == 1) return;
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@@ -58,47 +58,47 @@ collision_mask = 2
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.5)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast2" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.75)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast3" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast4" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.25)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast5" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.5)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast6" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.75)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast7" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -2)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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