small gravity and jump balancing, removed wall jumping coyote times
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@@ -58,6 +58,7 @@ public partial class PlayerController : CharacterBody3D
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// Timers
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private Timer _timeScaleAimInAirTimer;
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private Timer _simpleDashCooldownTimer;
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private Timer _airborneDashCooldownTimer;
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private Timer _powerCooldownTimer;
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[Export] public Marker3D TutorialWeaponTarget;
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@@ -327,6 +328,7 @@ public partial class PlayerController : CharacterBody3D
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
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_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
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///////////////////////////
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// Initialize components //
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@@ -398,6 +400,7 @@ public partial class PlayerController : CharacterBody3D
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_aimedDash.StateExited += OnAimedDashFinished;
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_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
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_airborneDashCooldownTimer.Timeout += AirborneDashCooldownTimeout;
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_onWall.StateEntered += OnWallStarted;
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_onWall.StateExited += OnWallStopped;
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@@ -469,10 +472,19 @@ public partial class PlayerController : CharacterBody3D
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{
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_canDash = true;
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}
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public void AirborneDashCooldownTimeout()
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{
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_canDashAirborne = true;
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}
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public bool IsPlayerInputtingForward()
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{
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return GetMoveInput().Z < -0.5f;
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}
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public bool IsTryingToMantle()
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{
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return MantleSystem.IsMantlePossible && GetMoveInput().Z < -0.5f && _isJumpInputPressed;
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return MantleSystem.IsMantlePossible && IsPlayerInputtingForward() && _isJumpInputPressed;
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}
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public void HandleGrounded(float delta)
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@@ -640,16 +652,15 @@ public partial class PlayerController : CharacterBody3D
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return;
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}
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if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
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{
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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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if (_onWall.Active && !_isWallJumpAvailable && IsFacingWall()) return;
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_playerState.SendEvent("jump");
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}
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public bool IsFacingWall()
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{
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return _wallHugStartNormal.Dot(GetGlobalForwardFacingVector()) < -0.5f;
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}
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public void OnInputJumpOngoing()
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{
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}
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@@ -672,7 +683,7 @@ public partial class PlayerController : CharacterBody3D
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public void OnDoubleJumpStarted()
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{
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_canDash = true;
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_canDashAirborne = true;
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// _canDashAirborne = true;
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OnJumpStarted(DoubleJumpStartVelocity);
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}
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public void OnMegaJumpStarted()
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@@ -704,7 +715,14 @@ public partial class PlayerController : CharacterBody3D
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public void OnJumpFromWall()
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{
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ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
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if (!IsFacingWall())
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{
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ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
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}
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// Remove the ability to dash straight away so you cannot scale up the wall
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_canDashAirborne = false;
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_airborneDashCooldownTimer.Start();
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_isWallJumpAvailable = false;
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}
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public void OnMegajumpFromWall()
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{
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@@ -1366,6 +1384,11 @@ public partial class PlayerController : CharacterBody3D
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{
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WeaponRoot.SetRotation(HeadSystem.Rotation);
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}
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public Vector3 GetGlobalForwardFacingVector()
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{
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return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
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}
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///////////////////////////
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// Processes //////////////
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