trying other setup

This commit is contained in:
2025-07-22 11:51:48 +02:00
parent 4c16ad4f9a
commit 9d29ec8ee4
6 changed files with 207 additions and 57 deletions

View File

@ -46,6 +46,7 @@ public partial class PlayerController : CharacterBody3D
private Timer _timeScaleAimInAirTimer;
private Timer _timeAfterDashingTimer;
private Timer _dashCooldownTimer;
private Timer _empowerTimeDownscale;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float TimeScaleAimInAir { get; set; } = 0.2f;
@ -57,25 +58,27 @@ public partial class PlayerController : CharacterBody3D
[Export(PropertyHint.Range, "0,200,1,or_greater")]
public int DashIndicatorStartSize { get; set; } = 100;
[Export(PropertyHint.Range, "0,1,0.01")]
public float DashProgressAfterWhichToAct { get; set; } = 0.8f;
public float PerfectlyTimedActionTimer { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,50,0.1")]
public float BasicDashStrength { get; set; } = 10f;
[Export]
public Curve DashTimeDilationCurve { get; set; }
private bool _canDash = true;
private int _dashActionsLeft;
public int DashActionsLeft
private int _empoweredActionsLeft;
public int EmpoweredActionsLeft
{
get => _dashActionsLeft;
get => _empoweredActionsLeft;
set
{
_dashActionsLeft = value;
_empoweredActionsLeft = value;
PlayerUi.SetNumberOfDashesLeft(value);
}
}
private bool _isWallJumpAvailable = true;
private bool _isActionPerfectlyTimed = false;
private StateChart _playerState;
@ -176,6 +179,7 @@ public partial class PlayerController : CharacterBody3D
_dashCooldownTimer = GetNode<Timer>("DashCooldown");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
_timeAfterDashingTimer = GetNode<Timer>("TimeAfterDashing");
_empowerTimeDownscale = GetNode<Timer>("EmpowerTimeDownscale");
///////////////////////////
// Initialize components //
@ -216,7 +220,7 @@ public partial class PlayerController : CharacterBody3D
HealthSystem.Init(healthSystemParams);
Stamina.SetSpeeds(MoveSystem.WalkSpeed, MoveSystem.SprintSpeed);
DashActionsLeft = MaxNumberOfDashActions;
EmpoweredActionsLeft = MaxNumberOfDashActions;
///////////////////////////
// Signal setup ///////////
@ -229,9 +233,8 @@ public partial class PlayerController : CharacterBody3D
_aiming.StateProcessing += HandleAiming;
_aiming.StateEntered += OnAimingEntered;
_aiming.StateExited += ResetTimeScale;
_aiming.StateExited += OnAimingExited;
/*_crouched.StatePhysicsProcessing += HandleGroundedCrouched;
_standing.StatePhysicsProcessing += HandleGroundedStanding;*/
_grounded.StateEntered += OnGrounded;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StatePhysicsProcessing += HandleAirborne;
@ -242,7 +245,36 @@ public partial class PlayerController : CharacterBody3D
_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
_dashing.StatePhysicsProcessing += Dashing;
_weaponThrown.StateEntered += OnWeaponThrown;
// _weaponThrown.StateEntered += OnWeaponThrown;
_empowerOn.StateEntered += OnEmpowerStarted;
_empowerOn.StateProcessing += HandleEmpower;
_empowerTimeDownscale.Timeout += EmpowerStopped;
}
public void OnEmpowerStarted()
{
_empowerTimeDownscale.Start();
_isActionPerfectlyTimed = true;
Engine.SetTimeScale(0.1f);
}
public void HandleEmpower(float delta)
{
var progress = (float) (_empowerTimeDownscale.TimeLeft / _empowerTimeDownscale.WaitTime);
_isActionPerfectlyTimed = progress < PerfectlyTimedActionTimer;
var indicatorColor = _isActionPerfectlyTimed ? Colors.Green : Colors.White;
DashIndicator.SetCustomMinimumSize(Vector2.One * DashIndicatorStartSize * progress);
DashIndicator.SetModulate(indicatorColor);
DashIndicator.Visible = true;
}
public void EmpowerStopped()
{
DashIndicator.Visible = false;
ResetTimeScale();
_isActionPerfectlyTimed = false;
}
///////////////////////////
@ -264,6 +296,10 @@ public partial class PlayerController : CharacterBody3D
public void OnInputAimPressed()
{
_playerState.SendEvent("aim_pressed");
if (!WeaponSystem.InHandState.Active)
{
OnDashStarted();
}
}
public void OnInputAimDown()
{
@ -280,7 +316,10 @@ public partial class PlayerController : CharacterBody3D
}
public void OnInputHitPressed()
{
_playerState.SendEvent("hit_pressed");
if (_aiming.Active)
{
OnWeaponThrown();
}
}
public void OnInputJumpPressed()
{
@ -290,15 +329,21 @@ public partial class PlayerController : CharacterBody3D
return;
}
if (_grounded.Active || _coyoteEnabled.Active)
if (_empowerOn.Active)
if (_empowerOn.Active && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
PerformJump(MoveSystem.JumpTypes.JumpFromDash);
}
else
Jump();
PerformJump(MoveSystem.JumpTypes.SimpleJump);
else if (_doubleJumpEnabled.Active)
if (_empowerOn.Active)
if (_empowerOn.Active && CanPerformEmpoweredAction())
{
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");
}