parrying projectiles
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This commit is contained in:
2026-05-14 16:11:22 +02:00
parent 0cd942d90e
commit a0e99a959f
11 changed files with 166 additions and 81 deletions

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@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Chickensoft.Sync.Primitives;
@@ -22,6 +23,7 @@ using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.forge.abilities;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
@@ -39,6 +41,8 @@ public record struct EmpoweredActionPayload;
public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandler, IDisposable, ITargetable
{
public override void _Notification(int what) => this.Notify(what);
public record struct OnParryPayload(Vector3 ForwardVector);
#region Dependencies
[Dependency]
@@ -97,6 +101,7 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
[Node("CeilingDetector")] public required ShapeCast3D CeilingDetector { get; set; }
[Node("DirectGroundDetector")] public required RayCast3D DirectGroundDetector { get; set; }
[Node("%WeaponHitbox")] public required Area3D WeaponHitbox { get; set; }
[Node("%Parrybox")] public required Area3D Parrybox { get; set; }
[Node("SFXPlayer")] public required AudioStreamPlayer3D SfxPlayer { get; set; }
[Node("DashDamage")] public required ShapeCast3D DashDamageDetector { get; set; }
[Node("SlidingEnemyDetector")] public required Area3D SlidingEnemyDetector { get; set; }
@@ -461,6 +466,7 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
// Damage dealing
private readonly List<IForgeEntity> _hitEnemies = [];
private readonly List<IForgeEntity> _parriedEntities = [];
#endregion
@@ -506,8 +512,8 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
_playerRadius = playerShape.Radius;
// Combat stuff
WeaponHitbox.Monitoring = false;
WeaponHitbox.BodyEntered += RegisterHitEnnemy;
Parrybox.BodyEntered += RegisterParry;
#region StateManagement
@@ -569,6 +575,8 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
HeadSystem.Init();
HeadSystem.HitboxActivated += OnHitboxActivated;
HeadSystem.HitboxDeactivated += OnHitboxDeactivated;
HeadSystem.ParryboxActivated += OnParryboxActivated;
HeadSystem.ParryboxDeactivated += OnParryboxDeactivated;
HeadSystem.StepFoot += OnFootStepped;
HeadSystem.DeathAnimationFinished += OnDeathAnimationFinished;
@@ -1150,6 +1158,9 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
var moveInput = GetGlobalMoveInput();
WeaponHitbox.SetRotation(HeadSystem.GetGlobalLookRotation());
Parrybox.SetRotation(HeadSystem.GetGlobalLookRotation());
if (_isUsingGamepad)
inputLookDir += ComputeAimAssist();
@@ -2125,7 +2136,7 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
if (!HasParry) return;
var attackToDo = _isEnemyInDashAttackRange ? "dash_parry" : "standard_parry";
_playerState.SendEvent(attackToDo);
_playerState.SendEvent("standard_parry");
}
///////////////////////////
@@ -2579,14 +2590,49 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
WeaponHitbox.Monitoring = false;
TriggerDamage();
}
public void OnParryboxActivated()
{
Parrybox.Monitoring = true;
}
public void OnParryboxDeactivated()
{
Parrybox.Monitoring = false;
TriggerParry();
}
public void RegisterHitEnnemy(Node3D body)
{
if (body is not IForgeEntity entity) return;
_hitEnemies.Add(entity);
// return;
// if (body is not IDamageable damageable) return;
// _hitEnemies.Add(damageable);
}
public void RegisterParry(Node3D body)
{
if (body is not IForgeEntity entity) return;
_parriedEntities.Add(entity);
// TriggerParry();
}
public void TriggerParry()
{
var payload = new OnProjectileSpawned(
Direction: -HeadSystem.GetGlobalForwardVector(),
SpeedMultiplier: 100,
SpawnOffset: -HeadSystem.GetGlobalForwardVector(),
CollisionOverride: WeaponSystem.CollisionMask);
foreach (var entity in _parriedEntities.Where(entity => IsInstanceValid(entity as Node)))
{
Events.Raise(new EventData<OnProjectileSpawned>
{
EventTags = Tag.RequestTag(TagsManager, "events.player.parry").GetSingleTagContainer()!,
Source = this,
Payload = payload
});
if (entity is IKillable killable) killable.Kill();
else if (entity is Node node) node.QueueFree();
}
_parriedEntities.Clear();
}
public void TriggerDamage()