trying other setup
This commit is contained in:
@ -1,4 +1,4 @@
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[gd_scene load_steps=44 format=3 uid="uid://bei4nhkf8lwdo"]
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||||
[gd_scene load_steps=45 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"]
|
||||
[ext_resource type="Curve" uid="uid://c2a8soliruf35" path="res://systems/dash/dash_time_dilation.tres" id="2_2q0ik"]
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||||
@ -14,6 +14,7 @@
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||||
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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||||
[ext_resource type="Resource" uid="uid://7wm8ywvujwf" path="res://systems/inputs/base_mode/aim_cancel.tres" id="9_5p2qc"]
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||||
[ext_resource type="Script" uid="uid://bt0xv2q8iv1vn" path="res://player_controller/Scripts/Gravity.cs" id="9_lsueh"]
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||||
[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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||||
[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
|
||||
[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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||||
[ext_resource type="Resource" uid="uid://b334rau1yxmm7" path="res://systems/inputs/base_mode/empower_down.tres" id="10_nodcl"]
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@ -53,6 +54,7 @@ script = ExtResource("1_poq2x")
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TimeScaleAimInAir = 0.15
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||||
MaxJumpBoostAfterDashing = 0.7
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MaxNumberOfDashActions = 2
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PerfectlyTimedActionTimer = 0.3
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||||
BasicDashStrength = 15.0
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DashTimeDilationCurve = ExtResource("2_2q0ik")
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||||
@ -63,6 +65,7 @@ move = ExtResource("17_h6vvl")
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rotate_y = ExtResource("4_rxwoh")
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rotate_floorplane = ExtResource("5_4u7i3")
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aim_down = ExtResource("8_obsfv")
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aim_pressed = ExtResource("9_nob5r")
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aim_released = ExtResource("8_lhb11")
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||||
empower_down = ExtResource("10_nodcl")
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empower_released = ExtResource("11_ruloh")
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@ -195,6 +198,10 @@ ignore_time_scale = true
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wait_time = 0.3
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one_shot = true
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[node name="EmpowerTimeDownscale" type="Timer" parent="."]
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one_shot = true
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ignore_time_scale = true
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||||
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||||
[node name="StateChartDebugger" parent="." instance=ExtResource("24_q5h8a")]
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offset_left = 1524.0
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offset_top = 1.0
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@ -262,6 +269,12 @@ script = ExtResource("27_infe6")
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script = ExtResource("26_infe6")
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initial_state = NodePath("Off")
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[node name="ToOff" type="Node" parent="StateChart/Root/Aim"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../Off")
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event = &"aim_released"
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delay_in_seconds = "0.0"
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[node name="Off" type="Node" parent="StateChart/Root/Aim"]
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script = ExtResource("27_34snm")
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@ -274,12 +287,15 @@ delay_in_seconds = "0.0"
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[node name="On" type="Node" parent="StateChart/Root/Aim"]
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script = ExtResource("27_34snm")
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[node name="ToOff" type="Node" parent="StateChart/Root/Aim/On"]
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[node name="ToCancel" type="Node" parent="StateChart/Root/Aim/On"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Off")
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event = &"aim_released"
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to = NodePath("../../Canceled")
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event = &"cancel_aim"
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delay_in_seconds = "0.0"
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[node name="Canceled" type="Node" parent="StateChart/Root/Aim"]
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script = ExtResource("27_34snm")
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[node name="Empower" type="Node" parent="StateChart/Root"]
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script = ExtResource("26_infe6")
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initial_state = NodePath("Off")
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@ -326,12 +342,36 @@ script = ExtResource("26_infe6")
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initial_state = NodePath("InHand")
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metadata/_custom_type_script = "uid://c1vp0ojjvaby1"
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[node name="ToPlanted" type="Node" parent="StateChart/Root/WeaponState"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../Planted")
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event = &"plant_weapon"
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delay_in_seconds = "0.0"
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[node name="ToHand" type="Node" parent="StateChart/Root/WeaponState"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../InHand")
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event = &"recover_weapond"
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delay_in_seconds = "0.0"
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[node name="InHand" type="Node" parent="StateChart/Root/WeaponState"]
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script = ExtResource("27_34snm")
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[node name="ToThrown" type="Node" parent="StateChart/Root/WeaponState/InHand"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Flying")
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event = &"throw"
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delay_in_seconds = "0.0"
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[node name="Flying" type="Node" parent="StateChart/Root/WeaponState"]
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script = ExtResource("27_34snm")
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[node name="ToPlanted" type="Node" parent="StateChart/Root/WeaponState/Flying"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Planted")
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event = &"plant_weapon"
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delay_in_seconds = "0.0"
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[node name="Planted" type="Node" parent="StateChart/Root/WeaponState"]
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script = ExtResource("27_34snm")
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@ -517,6 +557,7 @@ delay_in_seconds = "0.0"
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[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
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[connection signal="input_aim_down" from="InputController" to="." method="OnInputAimDown"]
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[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
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[connection signal="input_aim_released" from="InputController" to="." method="OnInputAimReleased"]
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[connection signal="input_dash" from="InputController" to="." method="OnInputDashPressed"]
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[connection signal="input_empower_down" from="InputController" to="." method="OnInputEmpowerDown"]
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|
@ -46,6 +46,7 @@ public partial class PlayerController : CharacterBody3D
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private Timer _timeScaleAimInAirTimer;
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private Timer _timeAfterDashingTimer;
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private Timer _dashCooldownTimer;
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private Timer _empowerTimeDownscale;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float TimeScaleAimInAir { get; set; } = 0.2f;
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@ -57,25 +58,27 @@ public partial class PlayerController : CharacterBody3D
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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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public float PerfectlyTimedActionTimer { get; set; } = 0.8f;
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[Export(PropertyHint.Range, "0,50,0.1")]
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public float BasicDashStrength { get; set; } = 10f;
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[Export]
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public Curve DashTimeDilationCurve { get; set; }
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private bool _canDash = true;
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private int _dashActionsLeft;
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public int DashActionsLeft
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private int _empoweredActionsLeft;
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public int EmpoweredActionsLeft
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{
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get => _dashActionsLeft;
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get => _empoweredActionsLeft;
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set
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{
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_dashActionsLeft = value;
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_empoweredActionsLeft = value;
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PlayerUi.SetNumberOfDashesLeft(value);
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}
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}
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private bool _isWallJumpAvailable = true;
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private bool _isActionPerfectlyTimed = false;
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private StateChart _playerState;
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@ -176,6 +179,7 @@ public partial class PlayerController : CharacterBody3D
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_dashCooldownTimer = GetNode<Timer>("DashCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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_timeAfterDashingTimer = GetNode<Timer>("TimeAfterDashing");
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_empowerTimeDownscale = GetNode<Timer>("EmpowerTimeDownscale");
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///////////////////////////
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// Initialize components //
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@ -216,7 +220,7 @@ public partial class PlayerController : CharacterBody3D
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HealthSystem.Init(healthSystemParams);
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Stamina.SetSpeeds(MoveSystem.WalkSpeed, MoveSystem.SprintSpeed);
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DashActionsLeft = MaxNumberOfDashActions;
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EmpoweredActionsLeft = MaxNumberOfDashActions;
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///////////////////////////
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// Signal setup ///////////
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@ -229,9 +233,8 @@ public partial class PlayerController : CharacterBody3D
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_aiming.StateProcessing += HandleAiming;
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_aiming.StateEntered += OnAimingEntered;
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_aiming.StateExited += ResetTimeScale;
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_aiming.StateExited += OnAimingExited;
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/*_crouched.StatePhysicsProcessing += HandleGroundedCrouched;
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_standing.StatePhysicsProcessing += HandleGroundedStanding;*/
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_grounded.StateEntered += OnGrounded;
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_grounded.StatePhysicsProcessing += HandleGrounded;
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_airborne.StatePhysicsProcessing += HandleAirborne;
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@ -242,7 +245,36 @@ public partial class PlayerController : CharacterBody3D
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_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
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_dashing.StatePhysicsProcessing += Dashing;
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_weaponThrown.StateEntered += OnWeaponThrown;
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// _weaponThrown.StateEntered += OnWeaponThrown;
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_empowerOn.StateEntered += OnEmpowerStarted;
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_empowerOn.StateProcessing += HandleEmpower;
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_empowerTimeDownscale.Timeout += EmpowerStopped;
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}
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public void OnEmpowerStarted()
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{
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_empowerTimeDownscale.Start();
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_isActionPerfectlyTimed = true;
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Engine.SetTimeScale(0.1f);
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}
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public void HandleEmpower(float delta)
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{
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var progress = (float) (_empowerTimeDownscale.TimeLeft / _empowerTimeDownscale.WaitTime);
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_isActionPerfectlyTimed = progress < PerfectlyTimedActionTimer;
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var indicatorColor = _isActionPerfectlyTimed ? Colors.Green : Colors.White;
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DashIndicator.SetCustomMinimumSize(Vector2.One * DashIndicatorStartSize * progress);
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DashIndicator.SetModulate(indicatorColor);
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DashIndicator.Visible = true;
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}
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public void EmpowerStopped()
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{
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DashIndicator.Visible = false;
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ResetTimeScale();
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_isActionPerfectlyTimed = false;
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}
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||||
///////////////////////////
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@ -264,6 +296,10 @@ public partial class PlayerController : CharacterBody3D
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public void OnInputAimPressed()
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{
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_playerState.SendEvent("aim_pressed");
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if (!WeaponSystem.InHandState.Active)
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{
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OnDashStarted();
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}
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}
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public void OnInputAimDown()
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{
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@ -280,7 +316,10 @@ public partial class PlayerController : CharacterBody3D
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}
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public void OnInputHitPressed()
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{
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_playerState.SendEvent("hit_pressed");
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if (_aiming.Active)
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{
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OnWeaponThrown();
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}
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||||
}
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||||
public void OnInputJumpPressed()
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||||
{
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||||
@ -290,15 +329,21 @@ public partial class PlayerController : CharacterBody3D
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||||
return;
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||||
}
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if (_grounded.Active || _coyoteEnabled.Active)
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||||
if (_empowerOn.Active)
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||||
if (_empowerOn.Active && CanPerformEmpoweredAction())
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{
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PerformEmpoweredAction();
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PerformJump(MoveSystem.JumpTypes.JumpFromDash);
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}
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else
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Jump();
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PerformJump(MoveSystem.JumpTypes.SimpleJump);
|
||||
else if (_doubleJumpEnabled.Active)
|
||||
if (_empowerOn.Active)
|
||||
if (_empowerOn.Active && CanPerformEmpoweredAction())
|
||||
{
|
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PerformEmpoweredAction();
|
||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
|
||||
}
|
||||
else
|
||||
DoubleJump();
|
||||
PerformJump(MoveSystem.JumpTypes.DoubleJump);
|
||||
else if (_onWall.Active)
|
||||
JumpFromWall(_empowerOn.Active);
|
||||
|
||||
@ -312,7 +357,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
}
|
||||
public void OnInputThrowPressed()
|
||||
{
|
||||
_playerState.SendEvent("throw");
|
||||
|
||||
}
|
||||
public void OnInputEmpowerDown()
|
||||
{
|
||||
@ -325,9 +370,25 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
public void PerformDash(bool isEmpowered)
|
||||
{
|
||||
if (_aiming.Active)
|
||||
{
|
||||
OnDashStarted();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_canDash)
|
||||
return;
|
||||
|
||||
_canDash = false;
|
||||
var dashStrength = BasicDashStrength;
|
||||
if (isEmpowered && CanPerformEmpoweredAction())
|
||||
{
|
||||
PerformEmpoweredAction();
|
||||
dashStrength *= 2.5f;
|
||||
}
|
||||
|
||||
var direction = HeadSystem.Transform.Basis * _inputMove;
|
||||
var planarDirection = new Vector3(direction.X, 0, direction.Z).Normalized();
|
||||
var dashStrength = isEmpowered ? BasicDashStrength * 2.5f : BasicDashStrength;
|
||||
SetVelocity(planarDirection * dashStrength);
|
||||
}
|
||||
|
||||
@ -344,20 +405,31 @@ public partial class PlayerController : CharacterBody3D
|
||||
// Simple states
|
||||
public void OnGrounded()
|
||||
{
|
||||
DashActionsLeft = MaxNumberOfDashActions;
|
||||
RestoreEmpoweredActions();
|
||||
}
|
||||
|
||||
private void RestoreEmpoweredActions()
|
||||
{
|
||||
EmpoweredActionsLeft = MaxNumberOfDashActions;
|
||||
_isWallJumpAvailable = true;
|
||||
}
|
||||
|
||||
public bool CanPerformEmpoweredAction()
|
||||
{
|
||||
return DashActionsLeft > 0 && _dashCooldownTimer.IsStopped();
|
||||
return EmpoweredActionsLeft > 0;
|
||||
}
|
||||
|
||||
public void PerformEmpoweredAction()
|
||||
{
|
||||
_isWallJumpAvailable = true;
|
||||
_dashCooldownTimer.Start();
|
||||
DashActionsLeft--;
|
||||
|
||||
if (!_isActionPerfectlyTimed)
|
||||
{
|
||||
EmpoweredActionsLeft--;
|
||||
}
|
||||
_empowerTimeDownscale.Stop();
|
||||
EmpowerStopped();
|
||||
}
|
||||
|
||||
// Jumping
|
||||
@ -369,17 +441,6 @@ public partial class PlayerController : CharacterBody3D
|
||||
{
|
||||
_playerState.SendEvent("coyote_expired");
|
||||
}
|
||||
public void Jump()
|
||||
{
|
||||
if (_aiming.Active && CanPerformEmpoweredAction())
|
||||
{
|
||||
_playerState.SendEvent("jump_from_dash");
|
||||
PerformEmpoweredAction();
|
||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
|
||||
return;
|
||||
}
|
||||
PerformJump(MoveSystem.JumpTypes.SimpleJump);
|
||||
}
|
||||
public void JumpFromWall(bool isEmpowered)
|
||||
{
|
||||
if (!_isWallJumpAvailable)
|
||||
@ -397,16 +458,6 @@ public partial class PlayerController : CharacterBody3D
|
||||
}
|
||||
PerformJump(MoveSystem.JumpTypes.JumpFromWall, jumpDirection);
|
||||
}
|
||||
public void DoubleJump()
|
||||
{
|
||||
if (_aiming.Active && CanPerformEmpoweredAction())
|
||||
{
|
||||
PerformEmpoweredAction();
|
||||
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
|
||||
return;
|
||||
}
|
||||
PerformJump(MoveSystem.JumpTypes.DoubleJump);
|
||||
}
|
||||
private void PerformJump(MoveSystem.JumpTypes jumpType, Vector3? jumpDirection = null)
|
||||
{
|
||||
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
|
||||
@ -478,10 +529,12 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
public void OnDashProgress(float progress)
|
||||
{
|
||||
return;
|
||||
|
||||
Engine.SetTimeScale(DashTimeDilationCurve.Sample(progress));
|
||||
|
||||
DashIndicator.SetCustomMinimumSize(Vector2.One * DashIndicatorStartSize * (1 - progress));
|
||||
var indicatorColor = progress < DashProgressAfterWhichToAct ? new Color(1, 1, 1) : new Color(0, 1, 0);
|
||||
var indicatorColor = progress < PerfectlyTimedActionTimer ? new Color(1, 1, 1) : new Color(0, 1, 0);
|
||||
DashIndicator.SetModulate(indicatorColor);
|
||||
}
|
||||
public void OnDashEnded()
|
||||
@ -522,15 +575,18 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
// Weapon planted anywhere else
|
||||
_playerState.SendEvent("dash_ended");
|
||||
if (isOnFloorCustom())
|
||||
RestoreEmpoweredActions(); // Make sure to restore actions if we're still on the ground
|
||||
}
|
||||
public void OnWeaponThrown()
|
||||
{
|
||||
DashSystem.CancelDash();
|
||||
_playerState.SendEvent("cancel_aim");
|
||||
|
||||
RemoveChild(WeaponRoot);
|
||||
GetTree().GetRoot().AddChild(WeaponRoot);
|
||||
WeaponRoot.SetGlobalPosition(GlobalPosition);
|
||||
|
||||
DashSystem.CancelDash();
|
||||
|
||||
var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.TargetLocation;
|
||||
WeaponSystem.ThrowWeapon(
|
||||
weaponTargetLocation,
|
||||
@ -540,32 +596,38 @@ public partial class PlayerController : CharacterBody3D
|
||||
}
|
||||
public void OnAimingEntered()
|
||||
{
|
||||
if (!WeaponSystem.InHandState.Active)
|
||||
{
|
||||
OnDashStarted();
|
||||
return;
|
||||
}
|
||||
if (!isOnFloorCustom() && CanPerformEmpoweredAction())
|
||||
ReduceTimeScaleWhileAiming();
|
||||
}
|
||||
|
||||
public void OnAimingExited()
|
||||
{
|
||||
DashSystem.CancelDash();
|
||||
}
|
||||
|
||||
// Regular processes
|
||||
public void HandleWeaponInHand(float delta)
|
||||
{
|
||||
RotateWeaponWithPlayer();
|
||||
if (WeaponSystem.InHandState.Active)
|
||||
RotateWeaponWithPlayer();
|
||||
}
|
||||
public void HandleAiming(float delta)
|
||||
{
|
||||
RotateWeaponWithPlayer();
|
||||
if (isOnFloorCustom())
|
||||
ResetTimeScale();
|
||||
|
||||
if (CanPerformEmpoweredAction())
|
||||
DashSystem.PrepareDash();
|
||||
else
|
||||
{
|
||||
_playerState.SendEvent("aim_canceled");
|
||||
DashSystem.CancelDash();
|
||||
}
|
||||
}
|
||||
|
||||
// Physics processes
|
||||
public void HandleGrounded(float delta)
|
||||
{
|
||||
_canDash = true;
|
||||
if (!isOnFloorCustom())
|
||||
_playerState.SendEvent("start_falling");
|
||||
}
|
||||
|
Reference in New Issue
Block a user