wall run, keyboard controls, mouse sensitivity setting, and more
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@@ -12,44 +12,47 @@ public partial class WallHugSystem : Node3D
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public delegate void WallDetectedEventHandler();
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private List<RayCast3D> _raycasts;
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public Option<Vector3> WallHugLocation { get; private set; } = Option<Vector3>.None;
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public Option<Vector3> WallHugNormal { get; private set; } = Option<Vector3>.None;
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public void Init()
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{
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_raycasts = new List<RayCast3D>();
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_raycasts.Add(GetNode<RayCast3D>("front"));
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_raycasts.Add(GetNode<RayCast3D>("front2"));
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_raycasts.Add(GetNode<RayCast3D>("back"));
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_raycasts.Add(GetNode<RayCast3D>("back2"));
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_raycasts.Add(GetNode<RayCast3D>("left"));
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_raycasts.Add(GetNode<RayCast3D>("left2"));
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_raycasts.Add(GetNode<RayCast3D>("right"));
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_raycasts.Add(GetNode<RayCast3D>("right2"));
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}
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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CheckWallHugging();
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if (IsWallHugging())
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EmitSignal(SignalName.WallDetected);
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}
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public bool IsWallHugging()
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public void CheckWallHugging()
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{
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foreach (RayCast3D raycast in _raycasts)
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{
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if (raycast.IsColliding())
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{
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return true;
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WallHugLocation = raycast.GetCollisionPoint().Some();
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WallHugNormal = raycast.GetCollisionNormal().Some();
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return;
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}
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}
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return false;
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WallHugLocation = Option<Vector3>.None;
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WallHugNormal = Option<Vector3>.None;
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}
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public Option<Vector3> GetWallNormal()
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public bool IsWallHugging()
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{
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foreach (RayCast3D raycast in _raycasts)
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{
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if (raycast.IsColliding())
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{
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return raycast.GetCollisionNormal().Some();
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}
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}
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return Option<Vector3>.None;
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return !WallHugLocation.IsNone;
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}
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}
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