stunnable targets on hit
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@@ -21,6 +21,8 @@ public partial class CFlyingMovement : Node3D, IMoveable
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public Vector3 ComputeVelocity(MovementInputs inputs)
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{
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if (inputs.IsStunned) return inputs.Velocity.Lerp(Vector3.Zero, (float) inputs.Delta * RMovement.Acceleration);
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var velocity = inputs.Velocity;
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var spaceState = GetWorld3D().DirectSpaceState;
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var target = inputs.TargetLocation;
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@@ -28,7 +30,7 @@ public partial class CFlyingMovement : Node3D, IMoveable
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// Check if we have a direct line of sight to the player
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if (!_movingToDesiredHeight)
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{
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velocity = velocity.Lerp(direction * RMovement.Speed, (float) inputs.delta * RMovement.Acceleration);
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velocity = velocity.Lerp(direction * RMovement.Speed, (float) inputs.Delta * RMovement.Acceleration);
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
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var result = spaceState.IntersectRay(query);
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@@ -40,7 +42,7 @@ public partial class CFlyingMovement : Node3D, IMoveable
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}
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else
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{
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velocity = velocity.Lerp(_randomDirection * RMovement.Speed, (float) inputs.delta * RMovement.Acceleration);
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velocity = velocity.Lerp(_randomDirection * RMovement.Speed, (float) inputs.Delta * RMovement.Acceleration);
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var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*RMovement.TargetHeight, TerrainCollision);
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var groundResult = spaceState.IntersectRay(groundQuery);
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@@ -19,15 +19,18 @@ public partial class CGroundedMovement : Node3D, IMoveable
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var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
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LookAt(targetPlane);
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float xAcc = (float) Mathf.Lerp(velocity.X, direction.X * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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float zAcc = (float) Mathf.Lerp(velocity.Z, direction.Z * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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var targetXSpeed = inputs.IsStunned ? 0 : direction.X * RMovement.Speed;
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var targetZSpeed = inputs.IsStunned ? 0 : direction.Z * RMovement.Speed;
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float xAcc = (float) Mathf.Lerp(velocity.X, targetXSpeed, inputs.Delta * RMovement.Acceleration);
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float zAcc = (float) Mathf.Lerp(velocity.Z, targetZSpeed, inputs.Delta * RMovement.Acceleration);
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velocity.X = xAcc;
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velocity.Z = zAcc;
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if (WallInFrontRayCast.IsColliding())
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if (WallInFrontRayCast.IsColliding() && !inputs.IsStunned)
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velocity.Y = RMovement.Speed;
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else if (!inputs.isOnFloor)
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velocity += inputs.gravity * (float)inputs.delta * RMovement.GravityModifier;
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else if (!inputs.IsOnFloor)
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velocity += inputs.Gravity * (float)inputs.Delta * RMovement.GravityModifier;
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return velocity;
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}
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