fixed mantle after dash bug
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@@ -53,6 +53,7 @@ WalkSpeed = 7.5
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AccelerationAir = 2.0
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DecelerationAir = 0.1
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Weight = 5.0
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MantleTime = 0.2
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SimpleJumpStartVelocity = 8.0
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SimpleJumpHangTimeInFrames = 1
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SimpleJumpGravityLesseningFactor = 2.5
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@@ -310,7 +310,7 @@ public partial class PlayerController : CharacterBody3D
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// Movement stuff
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// Getting universal setting from GODOT editor to be in sync
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_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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MantleSystem.Init(HeadSystem);
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MantleSystem.Init();
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
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WeaponSystem.Init(HeadSystem, camera);
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@@ -438,7 +438,7 @@ public partial class PlayerController : CharacterBody3D
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{
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if (CanMantle())
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{
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MantleToLocation(MantleSystem.FindMantleInFrontOfPlayer().Unwrap());
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MantleToLocation(MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y).Unwrap());
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return;
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}
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@@ -871,7 +871,7 @@ public partial class PlayerController : CharacterBody3D
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{
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// Try mantling but don't know if this is useful
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if (CanMantle())
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MantleToLocation(MantleSystem.FindMantleInFrontOfPlayer().Unwrap());
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MantleToLocation(MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y).Unwrap());
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}
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public void FinishPoweredDash()
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@@ -912,7 +912,7 @@ public partial class PlayerController : CharacterBody3D
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// Mantling
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public bool CanMantle()
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{
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var mantleLocationResult = MantleSystem.FindMantleInFrontOfPlayer();
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var mantleLocationResult = MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y);
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return mantleLocationResult.IsSome(out _);
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}
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public void MantleToLocation(Vector3 location)
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@@ -66,7 +66,7 @@ public partial class DashSystem: Node3D
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_tweenQueueSystem = tweenQueueSystem;
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_mantleSystem = GetNode<MantleSystem>("MantleSystem");
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_mantleSystem.Init(this);
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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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@@ -116,7 +116,8 @@ public partial class DashSystem: Node3D
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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.SetGlobalPosition(PlannedLocation);
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var targetLocation = ShouldMantle ? PlannedMantleLocation : PlannedLocation;
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_dashTarget.SetGlobalPosition(targetLocation);
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}
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public void StopPreparingDash()
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@@ -35,7 +35,7 @@ mesh = SubResource("SphereMesh_qu4wy")
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surface_material_override/0 = SubResource("StandardMaterial3D_v31n3")
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[node name="MantleSystem" parent="." instance=ExtResource("2_pff7b")]
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MantleEndLocationDistanceFromWall = 0.3
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MantleEndLocationDistanceFromWall = 0.25
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MantleHeightCastStart = 2.0
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[node name="DashIndicator" parent="." instance=ExtResource("2_tqt6i")]
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@@ -5,50 +5,40 @@ namespace Movementtests.systems;
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public partial class MantleSystem: Node3D
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{
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[Export(PropertyHint.Range, "0,2,0.1,suffix:m,or_greater")]
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[Export(PropertyHint.Range, "0,2,0.01,suffix:m,or_greater")]
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public float MantleEndLocationDistanceFromWall { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,10,0.1,suffix:m,or_greater")]
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public float MantleHeightCastStart { get; set; } = 2f;
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[Export(PropertyHint.Range, "0,10,0.01,suffix:m,or_greater")]
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public float MaxStepHeight = 0.5f;
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private Node3D _head;
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private ShapeCast3D _wallInFrontCast3D;
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private ShapeCast3D _mantleCast3D;
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private RayCast3D _mantleCheckCast3D;
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private Option<Vector3> _mantleLocation;
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public void Init(Node3D head)
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public void Init()
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{
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_head = head;
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_wallInFrontCast3D = GetNode<ShapeCast3D>("WallInFrontCast3D");
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_mantleCast3D = GetNode<ShapeCast3D>("MantleCast3D");
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}
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public override void _PhysicsProcess(double delta)
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public Option<Vector3> FindMantleForHeadRotation(float rotation)
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{
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base._PhysicsProcess(delta);
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_wallInFrontCast3D.SetRotation(new Vector3(
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_wallInFrontCast3D.Rotation.X,
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_head.Rotation.Y,
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rotation,
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_wallInFrontCast3D.Rotation.Z));
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if (!_wallInFrontCast3D.IsColliding())
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{
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_mantleLocation = Option<Vector3>.None;
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return;
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return Option<Vector3>.None;
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}
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var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
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var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
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_mantleLocation = FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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}
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public Option<Vector3> FindMantleInFrontOfPlayer()
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{
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return _mantleLocation;
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return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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}
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public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
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@@ -60,7 +50,7 @@ public partial class MantleSystem: Node3D
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var targetLocation = Vector3.Down * MantleHeightCastStart + Vector3.Up * MaxStepHeight;
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_mantleCast3D.SetTargetPosition(targetLocation);
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if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y > 0.9f)
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if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y >= 0.1f)
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return Option.Some(_mantleCast3D.GetCollisionPoint(0));
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return Option<Vector3>.None;
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}
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@@ -218,22 +218,4 @@ public partial class MoveSystem : Node3D
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var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
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_parent.Velocity = currentHorizontalVelocity + jumpVelocity;
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}
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public bool CanMantle()
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{
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var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
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return mantleLocationResult.IsSome(out _);
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}
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public Option<Tween> Mantle()
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{
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var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
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if (mantleLocationResult.IsSome(out var mantleLocation))
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{
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var duration = 0.1f * mantleLocation.DistanceTo(_parent.Position);
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var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(mantleLocation, duration));
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return tween.Some();
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}
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return Option<Tween>.None;
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}
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}
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