basic tests for a wider variety of files
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@@ -5,7 +5,7 @@ using Movementtests.interfaces;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
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public partial class PlayerUi : Control
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{
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private TextureRect[] _dashIcons = new TextureRect[3];
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internal TextureRect[] _dashIcons = new TextureRect[3];
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private TextureRect _enemyTarget;
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private Healthbar _healthbar;
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@@ -26,18 +26,18 @@ public partial class DashSystem: Node3D
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public Vector3 PlannedMantleLocation { get; set; }
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public MantleSystem MantleSystem { get; set; }
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private HeadSystem _head;
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internal HeadSystem _head;
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public ShapeCast3D DashCast3D;
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private Camera3D _camera;
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private Vector3 _dashDirection = Vector3.Zero;
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internal Camera3D _camera;
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internal Vector3 _dashDirection = Vector3.Zero;
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private ShapeCast3D _dashCastDrop;
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private MeshInstance3D _dashDropIndicator;
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private MeshInstance3D _dashDropLocationIndicator;
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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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private MeshInstance3D _dashTarget;
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private CpuParticles3D _dashIndicator;
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private AnimationPlayer _dashIndicatorAnim;
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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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@@ -77,7 +77,7 @@ public partial class DashSystem: Node3D
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_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
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}
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private DashLocation ComputeDashLocation()
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internal DashLocation ComputeDashLocation()
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{
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var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
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var hasHit = DashCast3D.IsColliding();
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@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
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float BobbingMultiplier,
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float FovMultiplier);
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private Camera3D _camera;
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private Marker3D _cameraAnchor;
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private AnimationPlayer _animationPlayer;
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private AnimationTree _animationTree;
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internal Camera3D _camera;
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internal Marker3D _cameraAnchor;
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internal AnimationPlayer _animationPlayer;
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internal AnimationTree _animationTree;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float LookSensitivity { get; set; } = 1f;
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@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterAmplitude { get; set; } = 0.1f;
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private FastNoiseLite _slidingNoise = new FastNoiseLite();
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internal FastNoiseLite _slidingNoise = new FastNoiseLite();
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[ExportGroup("Bobbing")]
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private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float BobbingFrequency { set; get; } = 2.4f;
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[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
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@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
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public float FovMaxedOutSpeed { get; set; } = 20f;
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[ExportGroup("First Person rig")]
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private Node3D _fpRig;
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private Node3D _rightHandedWeapon;
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private Node3D _leftHandedWeapon;
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private Node3D _fpDisplacedRig;
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private Vector3 _fpDisplacedRigInitialRotation;
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internal Node3D _fpRig;
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internal Node3D _rightHandedWeapon;
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internal Node3D _leftHandedWeapon;
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internal Node3D _fpDisplacedRig;
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internal Vector3 _fpDisplacedRigInitialRotation;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
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EmitSignalHitboxDeactivated();
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}
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private bool _footstepEmitted;
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private bool _isPlayingForcingAnim;
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internal bool _footstepEmitted;
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internal bool _isPlayingForcingAnim;
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public void ResetHeadBobbing()
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{
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@@ -265,8 +265,8 @@ public partial class PlayerController : CharacterBody3D,
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private float _inputRotateFloorplane;
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// Basic falling
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private float _targetSpeed;
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private float _gravity;
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internal float _targetSpeed;
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internal float _gravity;
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// Jump stuff
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private int _currentInputBufferFrames;
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@@ -290,7 +290,7 @@ public partial class PlayerController : CharacterBody3D,
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private Vector3 _currentWallContactPoint = Vector3.Zero;
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// Dash stuff
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private bool _canDash = true;
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internal bool _canDash = true;
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private bool _canDashAirborne = true;
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private float _playerHeight;
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private float _playerRadius;
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