removend empower actions counter and references to previous tutorial

This commit is contained in:
2026-04-18 09:41:38 +02:00
parent bb2b2ace06
commit 9e57641a75
4 changed files with 0 additions and 209 deletions

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@@ -85,8 +85,6 @@ public partial class PlayerController : CharacterBody3D,
public WeaponSystem WeaponSystem = null!;
public WallHugSystem WallHugSystem = null!;
public PlayerUi PlayerUi = null!;
public TextureRect DashIndicator = null!;
public ColorRect PowerCooldownIndicator = null!;
public Node3D DashIndicatorNode = null!;
public MeshInstance3D DashIndicatorMesh = null!;
public CylinderMesh DashIndicatorMeshCylinder = null!;
@@ -108,8 +106,6 @@ public partial class PlayerController : CharacterBody3D,
public Variables SharedVariables { get; }
// Inspector stuff
[Export] public Marker3D TutorialWeaponTarget = null!;
[Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true;
@@ -350,16 +346,6 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _dashDirection = Vector3.Zero;
private Vector3 _postDashThroughPosition = Vector3.Zero;
private Vector3 _preDashVelocity = Vector3.Zero;
private int _empoweredActionsLeft;
public int EmpoweredActionsLeft
{
get => _empoweredActionsLeft;
set
{
_empoweredActionsLeft = value;
PlayerUi.SetNumberOfDashesLeft(value);
}
}
// Settings
private float _lookSensitivityMultiplier = 1.0f;
@@ -373,7 +359,6 @@ public partial class PlayerController : CharacterBody3D,
private Timer _weaponThrowUncatchableTimer = null!;
private Timer _simpleDashCooldownTimer = null!;
private Timer _airborneDashCooldownTimer = null!;
private Timer _powerCooldownTimer = null!;
private Timer _invincibilityTimer = null!;
private Timer _attackCooldown = null!;
@@ -381,9 +366,6 @@ public partial class PlayerController : CharacterBody3D,
private StateChart _playerState = null!;
private StateChartState _aiming = null!;
private StateChartState _powerExpired = null!;
private StateChartState _powerRecharging = null!;
private StateChartState _powerFull = null!;
private StateChartState _grounded = null!;
private StateChartState _airborne = null!;
@@ -510,9 +492,6 @@ public partial class PlayerController : CharacterBody3D,
}
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
TargetSpeed = WalkSpeed;
DashIndicatorNode = GetNode<Node3D>("DashIndicator");
DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
@@ -596,9 +575,6 @@ public partial class PlayerController : CharacterBody3D,
_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
_powerRecharging = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/AtLeastOneCharge"));
_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
@@ -625,7 +601,6 @@ public partial class PlayerController : CharacterBody3D,
_parryDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashParry"));
// State timers
_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
_weaponThrowUncatchableTimer = GetNode<Timer>("WeaponThrowUncatchable");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
@@ -653,8 +628,6 @@ public partial class PlayerController : CharacterBody3D,
WeaponSystem.Init();
WallHugSystem.Init();
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
// if (!TutorialDone)
// PlaceWeaponForTutorial();
@@ -680,13 +653,6 @@ public partial class PlayerController : CharacterBody3D,
_coyoteEnabled.StateEntered += StartCoyoteTime;
_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
_powerFull.StateEntered += StopPowerCooldown;
_powerFull.StateExited += StartPowerCooldown;
_powerRecharging.StateEntered += StartPowerCooldown;
_powerCooldownTimer.Timeout += PowerCooldownExpired;
_powerRecharging.StateProcessing += PowerRecharging;
_powerExpired.StateProcessing += PowerRecharging;
_simpleJump.StateEntered += OnSimpleJumpStarted;
_simpleJump.StatePhysicsProcessing += HandleSimpleJump;
@@ -832,21 +798,6 @@ public partial class PlayerController : CharacterBody3D,
_fovChangeMultiplier = (float) config.GetValue("InputSettings", "FovChangeWithSpeed", 1.0f);
_aimAssistMultiplier = (float) config.GetValue("InputSettings", "AimAssist", 1.0f);
}
public void OnTutorialDone(Node3D _)
{
TutorialDone = true;
}
public void PlaceWeaponForTutorial()
{
if (TutorialDone)
return;
RemoveChild(WeaponSystem);
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponSystem);
WeaponSystem.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
}
///////////////////////////
// Toolbox Utils //
@@ -2009,28 +1960,6 @@ public partial class PlayerController : CharacterBody3D,
///////////////////////////
// Empowerement management //
///////////////////////////
public void PowerRecharging(float delta)
{
var progress = (float) (_powerCooldownTimer.TimeLeft / _powerCooldownTimer.WaitTime);
PowerCooldownIndicator.SetCustomMinimumSize(new Vector2(100 * progress, 10));
}
public void StartPowerCooldown()
{
_powerCooldownTimer.Start();
PowerCooldownIndicator.Visible = true;
}
public void StopPowerCooldown()
{
_powerCooldownTimer.Stop();
PowerCooldownIndicator.Visible = false;
}
public void PowerCooldownExpired()
{
EmpoweredActionsLeft += 1;
var eventToSend = EmpoweredActionsLeft == MaxNumberOfEmpoweredActions ? "fully_charged" : "recharge";
_playerState.SendEvent(eventToSend);
}
public bool CanPerformEmpoweredAction()
{
if(_empoweredActionHandle == null) return false;
@@ -2059,8 +1988,6 @@ public partial class PlayerController : CharacterBody3D,
_isWallJumpAvailable = true;
_canDashAirborne = true;
EmpoweredActionsLeft--;
_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
Events.Raise(new EventData<EmpoweredActionPayload>
{