chore,gd: refactored project structure and started the mantle system
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355
player_controller/Scripts/PlayerController.cs
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355
player_controller/Scripts/PlayerController.cs
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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public partial class PlayerController : CharacterBody3D
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{
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// User API to important child nodes.
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public Node3D Head;
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public Bobbing Bobbing;
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public FieldOfView FieldOfView;
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public Stamina Stamina;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public CapsuleCollider CapsuleCollider;
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public Gravity Gravity;
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public HealthSystem HealthSystem;
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public Mouse Mouse;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WalkSpeed { get; set; } = 5.0f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float SprintSpeed { get; set; } = 7.2f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float CrouchSpeed { get; set; } = 2.5f;
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[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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public float CrouchTransitionSpeed { get; set; } = 20.0f;
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[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
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public float DoubleJumpSpeedFactor { get; set; } = 2f;
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private bool _canDoubleJump = true;
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private float _currentSpeed;
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private const float DecelerationSpeedFactorFloor = 15.0f;
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private const float DecelerationSpeedFactorAir = 7.0f;
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NumOfHeadCollisionDetectors = 4;
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private RayCast3D[] _headCollisionDetectors;
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public override void _Ready()
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{
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_currentSpeed = WalkSpeed;
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Head = GetNode<Node3D>("Head");
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_headCollisionDetectors = new RayCast3D[NumOfHeadCollisionDetectors];
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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{
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_headCollisionDetectors[i] = GetNode<RayCast3D>(
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"HeadCollisionDetectors/HeadCollisionDetector" + i);
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}
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// Getting dependencies of the components(In godot we manage this from upwards to downwards not vice versa)
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Camera3D camera = GetNode<Camera3D>("Head/CameraSmooth/Camera3D");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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RayCast3D wallInFrontRaycast3D = GetNode<RayCast3D>("WallInFrontRayCast3D");
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Node3D cameraSmooth = GetNode<Node3D>("Head/CameraSmooth");
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AnimationPlayer animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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// Getting universal setting from GODOT editor to be in sync
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float gravitySetting = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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ColorRect vignetteRect = GetNode<ColorRect>(
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"Head/CameraSmooth/Camera3D/CLVignette(Layer_1)/HealthVignetteRect");
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ColorRect distortionRect = GetNode<ColorRect>(
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"Head/CameraSmooth/Camera3D/CLDistortion(Layer_2)/HealthDistortionRect");
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ColorRect blurRect = GetNode<ColorRect>("Head/CameraSmooth/Camera3D/CLBlur(Layer_2)/BlurRect");
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Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
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// Getting components
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Bobbing = GetNode<Bobbing>("Bobbing");
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Bobbing.Init(camera);
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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FieldOfView.Init(camera);
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Stamina = GetNode<Stamina>("Stamina");
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Stamina.SetSpeeds(WalkSpeed, SprintSpeed);
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StairsSystem = GetNode<StairsSystem>("StairsSystem");
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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MantleSystem = GetNode<MantleSystem>("MantleSystem");
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MantleSystem.Init(wallInFrontRaycast3D);
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CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
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Gravity = GetNode<Gravity>("Gravity");
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Gravity.Init(gravitySetting);
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HealthSystem = GetNode<HealthSystem>("HealthSystem");
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HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
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{
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Gravity = Gravity,
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Parent = this,
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Camera = camera,
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AnimationPlayer = animationPlayer,
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Head = Head,
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VignetteRect = vignetteRect,
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DistortionRect = distortionRect,
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BlurRect = blurRect,
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};
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HealthSystem.Init(healthSystemParams);
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Mouse = GetNode<Mouse>("Mouse");
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Mouse.Init(Head, camera, HealthSystem.IsDead);
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}
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public override void _PhysicsProcess(double delta)
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{
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MantleSystem.CheckWallInFront();
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if (isOnFloorCustom())
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{
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_lastFrameWasOnFloor = Engine.GetPhysicsFrames();
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_canDoubleJump = true;
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}
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// Adding the gravity
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if (!isOnFloorCustom())
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{
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Velocity = new Vector3(
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x: Velocity.X,
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y: Velocity.Y - (Gravity.CalculateGravityForce() * (float)delta),
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z: Velocity.Z);
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}
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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// Handle Jumping
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if (Input.IsActionJustPressed("jump") && isOnFloorCustom()
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&& !doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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{
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Velocity = new Vector3(
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x: Velocity.X,
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y: Gravity.CalculateJumpForce() * (float)delta,
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z: Velocity.Z);
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}
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else if (Input.IsActionJustPressed("jump") && !isOnFloorCustom()
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&& !doesCapsuleHaveCrouchingHeight && !isPlayerDead && _canDoubleJump)
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{
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_canDoubleJump = false;
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Velocity = new Vector3(
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x: Velocity.X,
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y: Gravity.CalculateJumpForce() * (float)delta * DoubleJumpSpeedFactor,
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z: Velocity.Z);
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}
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bool isHeadTouchingCeiling = IsHeadTouchingCeiling();
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bool doesCapsuleHaveDefaultHeight = CapsuleCollider.IsDefaultHeight();
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// The code below is required to quickly adjust player's position on Y-axis when there's a ceiling on the
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// trajectory of player's jump and player is standing
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if (isHeadTouchingCeiling && doesCapsuleHaveDefaultHeight)
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{
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Velocity = new Vector3(
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x: Velocity.X,
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y: Velocity.Y - 2.0f,
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z: Velocity.Z);
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}
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if (!isPlayerDead)
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{
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// Used both for detecting the moment when we enter into crouching mode and the moment when we're already
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// in the crouching mode
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if (Input.IsActionPressed("crouch") ||
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(doesCapsuleHaveCrouchingHeight && isHeadTouchingCeiling))
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{
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CapsuleCollider.Crouch((float)delta, CrouchTransitionSpeed);
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_currentSpeed = CrouchSpeed;
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}
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// Used both for the moment when we exit the crouching mode and for the moment when we just walk
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else
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{
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CapsuleCollider.UndoCrouching((float)delta, CrouchTransitionSpeed);
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_currentSpeed = WalkSpeed;
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}
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}
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// Each component of the boolean statement for sprinting is required
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if (Input.IsActionPressed("sprint") && !isHeadTouchingCeiling &&
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!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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{
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_currentSpeed = SprintSpeed;
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}
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// Get the input direction
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Vector2 inputDir = Input.GetVector("left", "right", "up", "down");
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// Basis is a 3x4 matrix. It contains information about scaling and rotation of head.
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// By multiplying our Vector3 by this matrix we're doing multiple things:
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// a) We start to operate in global space;
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// b) We're applying to Vector3 the current rotation of "head" object;
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// c) We're applying to Vector3 the current scaling of "head" object;
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Vector3 direction = (Head.Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (isPlayerDead)
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{
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direction = Vector3.Zero;
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}
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if (isOnFloorCustom())
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{
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// Set velocity based on input direction when on the floor
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if (direction.Length() > 0)
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{
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float availableSpeed = Stamina.AccountStamina(delta, _currentSpeed);
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float newX = direction.X * availableSpeed;
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float newZ = direction.Z * availableSpeed;
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Velocity = new Vector3(newX, Velocity.Y, newZ);
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}
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// If there is no input, smoothly decelerate the character on the floor
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else
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{
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float xDeceleration = Mathf.Lerp(Velocity.X, direction.X * _currentSpeed,
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(float)delta * DecelerationSpeedFactorFloor);
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float zDeceleration = Mathf.Lerp(Velocity.Z, direction.Z * _currentSpeed,
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(float)delta * DecelerationSpeedFactorFloor);
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Velocity = new Vector3(xDeceleration, Velocity.Y, zDeceleration);
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}
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}
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else
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{
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float xDeceleration = Mathf.Lerp(Velocity.X, direction.X * _currentSpeed,
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(float)delta * DecelerationSpeedFactorAir);
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float zDeceleration = Mathf.Lerp(Velocity.Z, direction.Z * _currentSpeed,
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(float)delta * DecelerationSpeedFactorAir);
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Velocity = new Vector3(xDeceleration, Velocity.Y, zDeceleration);
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}
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if (isPlayerDead)
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{
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MoveAndSlide();
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return;
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}
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Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
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{
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Delta = (float)delta,
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IsOnFloorCustom = isOnFloorCustom(),
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Velocity = Velocity
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};
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Bobbing.PerformCameraBobbing(cameraBobbingParams);
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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{
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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Delta = (float)delta,
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SprintSpeed = SprintSpeed,
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Velocity = Velocity
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};
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FieldOfView.PerformFovAdjustment(fovParams);
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StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
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{
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IsOnFloorCustom = isOnFloorCustom(),
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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CurrentSpeedGreaterThanWalkSpeed = _currentSpeed > WalkSpeed,
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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Delta = (float)delta,
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FloorMaxAngle = FloorMaxAngle,
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GlobalPositionFromDriver = GlobalPosition,
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Velocity = Velocity,
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GlobalTransformFromDriver = GlobalTransform,
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Rid = GetRid()
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};
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// TODO: SnapUpStairsCheck influences the ability of player to crouch because of `stepHeightY <= 0.01` part
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// Ideally, it should not. SnapUpStairsCheck and SnapDownStairsCheck should be called, when player is actually
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// on the stairs
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StairsSystem.UpStairsCheckResult upStairsCheckResult = StairsSystem.SnapUpStairsCheck(upStairsCheckParams);
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if (upStairsCheckResult.UpdateRequired)
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{
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upStairsCheckResult.Update(this);
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}
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else
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{
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MoveAndSlide();
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StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
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{
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IsOnFloor = IsOnFloor(), // TODO: replace on IsOnFloor Custom
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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LastFrameWasOnFloor = _lastFrameWasOnFloor,
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CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
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CurrentCapsuleHeight = CapsuleCollider.GetCurrentHeight(),
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FloorMaxAngle = FloorMaxAngle,
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VelocityY = Velocity.Y,
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GlobalTransformFromDriver = GlobalTransform,
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Rid = GetRid()
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};
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StairsSystem.DownStairsCheckResult downStairsCheckResult = StairsSystem.SnapDownStairsCheck(
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downStairsCheckParams);
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if (downStairsCheckResult.UpdateIsRequired)
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{
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downStairsCheckResult.Update(this);
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}
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}
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StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
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{
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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CurrentSpeedGreaterThanWalkSpeed = _currentSpeed > WalkSpeed,
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BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
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Delta = (float)delta
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};
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StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
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}
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private bool IsHeadTouchingCeiling()
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{
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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{
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if (_headCollisionDetectors[i].IsColliding())
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{
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return true;
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}
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}
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return false;
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}
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private bool isOnFloorCustom()
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{
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return IsOnFloor() || StairsSystem.WasSnappedToStairsLastFrame();
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}
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}
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