sooooo coded a feature first try? weird
This commit is contained in:
@@ -1,4 +1,4 @@
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[gd_scene load_steps=64 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=65 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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@@ -86,6 +86,9 @@ top_radius = 0.2
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bottom_radius = 0.2
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height = 1.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_abfq8"]
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radius = 2.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_cmijs"]
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radius = 1.0
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@@ -322,6 +325,14 @@ visible = false
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, -1)
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mesh = SubResource("CylinderMesh_nodcl")
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[node name="DashDamage" type="ShapeCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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enabled = false
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shape = SubResource("SphereShape3D_abfq8")
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target_position = Vector3(0, 0, 0)
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max_results = 512
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collision_mask = 16
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[node name="CloseEnemyDetector" type="ShapeCast3D" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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@@ -628,12 +639,6 @@ to = NodePath("../OnWall/Hanging")
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event = &"dash_to_planted"
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delay_in_seconds = "0.0"
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[node name="OnPoweredDash" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../Dashing/PoweredDash")
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event = &"powered_dash"
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delay_in_seconds = "0.0"
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[node name="OnAimedDash" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../Dashing/AimedDash")
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@@ -774,9 +779,6 @@ delay_in_seconds = "0.0"
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[node name="Dash" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("27_34snm")
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[node name="PoweredDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("27_34snm")
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[node name="AimedDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("27_34snm")
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@@ -66,7 +66,8 @@ public partial class PlayerController : CharacterBody3D,
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public ShapeCast3D CeilingDetector;
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public RayCast3D DirectGroundDetector;
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public Area3D WeaponHitbox;
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public AudioStreamPlayer3D SFXPlayer;
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public AudioStreamPlayer3D SfxPlayer;
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public ShapeCast3D DashDamageDetector;
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// Inspector stuff
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[Export] public Marker3D TutorialWeaponTarget;
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@@ -325,13 +326,9 @@ public partial class PlayerController : CharacterBody3D,
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private StateChartState _onWallHanging;
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private StateChartState _onWallRunning;
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private StateChartState _attack;
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private StateChartState _attackReady;
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private StateChartState _attackStandard;
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private StateChartState _attackDash;
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private Transition _onDashEnded;
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private Transition _onJumpFromWall;
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private Transition _onJumpFromWallFalling;
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private Transition _onLeaveWallFromRun;
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@@ -375,8 +372,8 @@ public partial class PlayerController : CharacterBody3D,
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DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
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DashIndicatorMesh.Visible = false;
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SFXPlayer = GetNode<AudioStreamPlayer3D>("SFXPlayer");
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_audioStream = SFXPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
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SfxPlayer = GetNode<AudioStreamPlayer3D>("SFXPlayer");
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_audioStream = SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
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// Camera stuff
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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@@ -395,6 +392,7 @@ public partial class PlayerController : CharacterBody3D,
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GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
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CeilingDetector = GetNode<ShapeCast3D>("CeilingDetector");
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DirectGroundDetector = GetNode<RayCast3D>("DirectGroundDetector");
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DashDamageDetector = GetNode<ShapeCast3D>("DashDamage");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
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@@ -447,7 +445,6 @@ public partial class PlayerController : CharacterBody3D,
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_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
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_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
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_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
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_onDashEnded = Transition.Of(GetNode("StateChart/Root/Movement/Dashing/OnDashEnded"));
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// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
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_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
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@@ -472,8 +469,6 @@ public partial class PlayerController : CharacterBody3D,
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_onAirborneToGrounded = Transition.Of(GetNode("StateChart/Root/Movement/Airborne/OnGrounded"));
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// Attack states
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_attack = StateChartState.Of(GetNode("StateChart/Root/Attack"));
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_attackReady = StateChartState.Of(GetNode("StateChart/Root/Attack/Ready"));
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_attackStandard = StateChartState.Of(GetNode("StateChart/Root/Attack/StandardAttack"));
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_attackDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashAttack"));
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@@ -1364,7 +1359,7 @@ public partial class PlayerController : CharacterBody3D,
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// Slide management //
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///////////////////////////
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private bool _isSlideInputDown = false;
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private bool _isSlideInputDown;
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public void OnInputSlideStarted()
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{
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@@ -1381,7 +1376,6 @@ public partial class PlayerController : CharacterBody3D,
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public record SlopeRecord(
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Vector3 Position,
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Vector3 Normal,
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Vector3 Direction,
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float AngleRadians
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);
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@@ -1400,7 +1394,7 @@ public partial class PlayerController : CharacterBody3D,
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var angle = normal.AngleTo(Vector3.Up);
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var vectorInPlane = normal.Cross(Vector3.Up).Normalized();
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var direction = normal.Cross(vectorInPlane).Normalized();
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return new SlopeRecord(position, normal, direction, angle);
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return new SlopeRecord(position, direction, angle);
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}
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public void SetupSlideCollision()
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@@ -1445,7 +1439,7 @@ public partial class PlayerController : CharacterBody3D,
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var finalSpeed = Mathf.Max(currentVelocity * speedLossRate, minimumVelocity);
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// Going down a slope?
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var (position, _, slopeDirection, slopeAngleRadians) = GetSlope();
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var (position, slopeDirection, slopeAngleRadians) = GetSlope();
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// Change velocity based on Input
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var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
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@@ -1707,11 +1701,13 @@ public partial class PlayerController : CharacterBody3D,
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if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable targetable)
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correctedLocation = ComputePositionAfterTargetedDash(targetable.GetTargetGlobalPosition(), DashSystem.CollisionPoint);
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// Start invincibility timer for the duration of the dash and a bit more afterwards
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OnHitInvincibility();
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_preDashVelocity = Velocity;
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_dashDirection = (correctedLocation - GlobalPosition).Normalized();
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SetupDashDamageDetector(correctedLocation);
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var dashTween = CreatePositionTween(correctedLocation, AimedDashTime);
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// dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
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@@ -1721,6 +1717,28 @@ public partial class PlayerController : CharacterBody3D,
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_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
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_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
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}
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public void SetupDashDamageDetector(Vector3 endDashLocation)
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{
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RemoveChildNode(DashDamageDetector);
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DashDamageDetector.SetTargetPosition(DashDamageDetector.ToLocal(endDashLocation));
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DashDamageDetector.Enabled = true;
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}
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public void ComputeDashDamage()
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{
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for (var i = 0; i < DashDamageDetector.GetCollisionCount(); i++)
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{
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var collidedObject = DashDamageDetector.GetCollider(i);
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if (collidedObject is not IDamageable damageable) continue;
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_hitEnemies.Add(damageable);
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}
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TriggerDamage();
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RecoverChildNode(DashDamageDetector);
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DashDamageDetector.Enabled = false;
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}
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public void AimedDashTweenEnded()
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{
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var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
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@@ -1730,6 +1748,7 @@ public partial class PlayerController : CharacterBody3D,
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{
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ManageAttackedEnemyPostDash(DashSystem.CollidedObject as Node);
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DashSystem.CollidedObject = null;
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ComputeDashDamage();
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if (_customMantle)
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{
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@@ -1775,6 +1794,8 @@ public partial class PlayerController : CharacterBody3D,
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_audioStream.SwitchToClipByName("dash");
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// Start invincibility timer for the duration of the dash and a bit more afterwards
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OnHitInvincibility();
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SetupDashDamageDetector(WeaponSystem.GlobalPosition);
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DashSystem.ShouldMantle = false;
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_dashDirection = (WeaponSystem.GlobalPosition - GlobalPosition).Normalized();
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@@ -1785,6 +1806,7 @@ public partial class PlayerController : CharacterBody3D,
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public void DashToFlyingWeaponTweenEnded()
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{
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RecoverWeapon();
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ComputeDashDamage();
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var vel = _dashDirection * PostDashSpeed;
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SetVelocity(vel);
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@@ -1815,6 +1837,8 @@ public partial class PlayerController : CharacterBody3D,
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_wallHugStartLocation = dashLocation;
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_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
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SetupDashDamageDetector(dashLocation);
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var dashTween = CreatePositionTween(dashLocation, AimedDashTime);
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dashTween.Finished += DashToPlantedWeaponTweenEnded;
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}
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@@ -1828,7 +1852,7 @@ public partial class PlayerController : CharacterBody3D,
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var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
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if (!shouldDashToHanging) RecoverWeapon(); // Manually recover weapon before enemy is freed in case it owns the weapon object
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if (WeaponSystem.PlantObject is ITargetable targetable)
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if (WeaponSystem.PlantObject is ITargetable)
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{
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HeadSystem.OnMantle(); // Recycle mantle animation
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SetVerticalVelocity(PostDashSpeed);
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@@ -1836,6 +1860,7 @@ public partial class PlayerController : CharacterBody3D,
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ManageAttackedEnemyPostDash(WeaponSystem.PlantObject);
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WeaponSystem.PlantObject = null;
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ComputeDashDamage();
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_playerState.SendEvent(resultingEvent);
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}
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@@ -1929,14 +1954,14 @@ public partial class PlayerController : CharacterBody3D,
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}
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_targetLocation = target.GetTargetGlobalPosition();
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var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
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// var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
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positionOnScreen = _camera.UnprojectPosition(_targetLocation);
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_isEnemyInDashAttackRange = true; //targetDistance < TargetInRangeDistance; // Removing the "almost dash" UI
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if (_isEnemyInDashAttackRange)
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{
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enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
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if (_targetObject is IDamageable damageable && _targetObject is IHealthable healthable)
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if (_targetObject is IDamageable damageable and IHealthable healthable)
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{
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var wouldBeDamage = damageable.ComputeDamage(new DamageRecord(this, RDamage));
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if (wouldBeDamage.Damage.DamageDealt < healthable.CurrentHealth)
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@@ -2018,12 +2043,7 @@ public partial class PlayerController : CharacterBody3D,
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stunnable.Stun();
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}
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var shouldKnockback = false;
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if (_targetObject is IHealthable healthable)
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{
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if (healthable.CurrentHealth > 0) shouldKnockback = true;
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}
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var shouldKnockback = _targetObject is IHealthable { CurrentHealth: > 0 };
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if (shouldKnockback)
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{
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Velocity = -_dashDirection*RKnockback.Modifier;
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@@ -2038,7 +2058,7 @@ public partial class PlayerController : CharacterBody3D,
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_playerState.SendEvent("attack_finished");
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}
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public Vector3 ComputePositionAfterTargetedDash(Vector3 targetLocation, Vector3 targetHitLocation)
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public static Vector3 ComputePositionAfterTargetedDash(Vector3 targetLocation, Vector3 targetHitLocation)
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{
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return targetLocation + (targetLocation - targetHitLocation);
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}
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