feat: time dilation and indicator
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@ -24,6 +24,7 @@ public partial class PlayerController : CharacterBody3D
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public WeaponSystem WeaponSystem;
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public WallHugSystem WallHugSystem;
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public PlayerUi PlayerUi;
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public TextureRect DashIndicator;
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private bool _movementEnabled = true;
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@ -53,6 +54,13 @@ public partial class PlayerController : CharacterBody3D
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[Export(PropertyHint.Range, "0,5,1,or_greater")]
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public int MaxNumberOfDashActions { get; set; } = 1;
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[Export(PropertyHint.Range, "0,200,1,or_greater")]
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public int DashIndicatorStartSize { get; set; } = 100;
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[Export(PropertyHint.Range, "0,1,0.01")]
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public float DashProgressAfterWhichToAct { get; set; } = 0.8f;
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[Export]
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public Curve DashTimeDilationCurve { get; set; }
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private int _dashActionsLeft;
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public int DashActionsLeft
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@ -98,6 +106,8 @@ public partial class PlayerController : CharacterBody3D
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// General use stuff
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TweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
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PlayerUi = GetNode<PlayerUi>("UI");
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DashIndicator = GetNode<TextureRect>("%DashIndicator");
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// Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
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// Camera stuff
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@ -209,6 +219,7 @@ public partial class PlayerController : CharacterBody3D
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///////////////////////////
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DashSystem.DashEnded += OnDashEnded;
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DashSystem.DashProgress += OnDashProgress;
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_weaponInHand.StateProcessing += HandleWeaponInHand;
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_aiming.StateProcessing += HandleAiming;
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@ -427,6 +438,15 @@ public partial class PlayerController : CharacterBody3D
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_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
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DashSystem.Dash();
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}
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public void OnDashProgress(float progress)
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{
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Engine.SetTimeScale(DashTimeDilationCurve.Sample(progress));
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DashIndicator.SetCustomMinimumSize(Vector2.One * DashIndicatorStartSize * (1 - progress));
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var indicatorColor = progress < DashProgressAfterWhichToAct ? new Color(1, 1, 1) : new Color(0, 1, 0);
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DashIndicator.SetModulate(indicatorColor);
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}
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public void OnDashEnded()
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{
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// _playerState.SendEvent("enable_double_jump"); // Allow for double jump after dash -- OP ?
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