basic tests for a wider variety of files
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This commit is contained in:
2026-02-20 16:58:17 +01:00
parent 4474ba22fa
commit 9207295a99
28 changed files with 545 additions and 140 deletions

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@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control
{
private TextureRect[] _dashIcons = new TextureRect[3];
internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget;
private Healthbar _healthbar;

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@@ -26,18 +26,18 @@ public partial class DashSystem: Node3D
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; }
private HeadSystem _head;
internal HeadSystem _head;
public ShapeCast3D DashCast3D;
private Camera3D _camera;
private Vector3 _dashDirection = Vector3.Zero;
internal Camera3D _camera;
internal Vector3 _dashDirection = Vector3.Zero;
private ShapeCast3D _dashCastDrop;
private MeshInstance3D _dashDropIndicator;
private MeshInstance3D _dashDropLocationIndicator;
internal ShapeCast3D _dashCastDrop;
internal MeshInstance3D _dashDropIndicator;
internal MeshInstance3D _dashDropLocationIndicator;
private MeshInstance3D _dashTarget;
private CpuParticles3D _dashIndicator;
private AnimationPlayer _dashIndicatorAnim;
internal MeshInstance3D _dashTarget;
internal CpuParticles3D _dashIndicator;
internal AnimationPlayer _dashIndicatorAnim;
[Export]
public PackedScene DashIndicatorScene { get; set; }
@@ -77,7 +77,7 @@ public partial class DashSystem: Node3D
_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
}
private DashLocation ComputeDashLocation()
internal DashLocation ComputeDashLocation()
{
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding();

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@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
private Camera3D _camera;
private Marker3D _cameraAnchor;
private AnimationPlayer _animationPlayer;
private AnimationTree _animationTree;
internal Camera3D _camera;
internal Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f;
private FastNoiseLite _slidingNoise = new FastNoiseLite();
internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")]
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
private Node3D _fpRig;
private Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation;
internal Node3D _fpRig;
internal Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
private bool _footstepEmitted;
private bool _isPlayingForcingAnim;
internal bool _footstepEmitted;
internal bool _isPlayingForcingAnim;
public void ResetHeadBobbing()
{

View File

@@ -265,8 +265,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
private float _targetSpeed;
private float _gravity;
internal float _targetSpeed;
internal float _gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -290,7 +290,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
private bool _canDash = true;
internal bool _canDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;