stunnable targets on hit

This commit is contained in:
2026-05-15 15:29:24 +02:00
parent a0e99a959f
commit afa335e7bf
19 changed files with 200 additions and 60 deletions

View File

@@ -19,15 +19,18 @@ public partial class CGroundedMovement : Node3D, IMoveable
var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
LookAt(targetPlane);
float xAcc = (float) Mathf.Lerp(velocity.X, direction.X * RMovement.Speed, inputs.delta * RMovement.Acceleration);
float zAcc = (float) Mathf.Lerp(velocity.Z, direction.Z * RMovement.Speed, inputs.delta * RMovement.Acceleration);
var targetXSpeed = inputs.IsStunned ? 0 : direction.X * RMovement.Speed;
var targetZSpeed = inputs.IsStunned ? 0 : direction.Z * RMovement.Speed;
float xAcc = (float) Mathf.Lerp(velocity.X, targetXSpeed, inputs.Delta * RMovement.Acceleration);
float zAcc = (float) Mathf.Lerp(velocity.Z, targetZSpeed, inputs.Delta * RMovement.Acceleration);
velocity.X = xAcc;
velocity.Z = zAcc;
if (WallInFrontRayCast.IsColliding())
if (WallInFrontRayCast.IsColliding() && !inputs.IsStunned)
velocity.Y = RMovement.Speed;
else if (!inputs.isOnFloor)
velocity += inputs.gravity * (float)inputs.delta * RMovement.GravityModifier;
else if (!inputs.IsOnFloor)
velocity += inputs.Gravity * (float)inputs.Delta * RMovement.GravityModifier;
return velocity;
}