aim dashing through targetable entities now possible
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@@ -1,10 +1,11 @@
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using Godot;
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using Movementtests.interfaces;
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namespace Movementtests.systems;
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public partial class DashSystem: Node3D
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{
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public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
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public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal, GodotObject HitObject = null);
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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@@ -13,9 +14,11 @@ public partial class DashSystem: Node3D
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public float PostDashSpeed { get; set; } = 0f;
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public bool HasHit { get; set; }
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public bool CanDashThroughTarget { get; set; }
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public Vector3 TargetLocation { get; set; }
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public Vector3 CollisionPoint { get; set; }
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public Vector3 CollisionNormal { get; set; }
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public GodotObject CollidedObject { get; set; }
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public Vector3 PlannedLocation { get; set; }
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public bool ShouldMantle { get; set; }
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@@ -84,21 +87,27 @@ public partial class DashSystem: Node3D
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var collisionPoint = DashCast3D.GetCollisionPoint(0);
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var collisionNormal = DashCast3D.GetCollisionNormal(0);
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var collidedObject = DashCast3D.GetCollider(0);
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var fraction = DashCast3D.GetClosestCollisionSafeFraction();
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var globalSweepPath = targetLocation - DashCast3D.GlobalPosition;
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var locationAlongPath = DashCast3D.GlobalPosition + globalSweepPath * fraction;
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return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal);
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return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal, collidedObject);
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}
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public void PrepareDash()
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{
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DashCast3D.SetRotation(_head.GetGlobalLookRotation());
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal, CollidedObject) = ComputeDashLocation();
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CanDashThroughTarget = false;
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if (CollidedObject is ITargetable targetable)
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{
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_dashTarget.SetVisible(false);
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CanDashThroughTarget = true;
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return;
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}
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// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
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// Then query it being careful when dashing underneath a platform and such
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MantleSystem.SetGlobalPosition(PlannedLocation);
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MantleSystem.SetRotation(new Vector3(
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MantleSystem.Rotation.X,
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@@ -115,6 +124,7 @@ public partial class DashSystem: Node3D
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_dashTarget.SetVisible(true);
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var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
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_dashTarget.SetGlobalPosition(targetLocation);
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return;
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var shouldShowDropIndicator = !HasHit && !ShouldMantle;
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_dashDropIndicator.SetVisible(shouldShowDropIndicator);
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@@ -141,13 +151,9 @@ public partial class DashSystem: Node3D
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public void StopPreparingDash()
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{
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CanDashThroughTarget = false;
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_dashTarget.SetVisible(false);
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_dashDropIndicator.SetVisible(false);
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_dashDropLocationIndicator.SetVisible(false);
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}
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public void StartPreparingDash()
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{
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_dashTarget.SetVisible(true);
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}
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}
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@@ -28,7 +28,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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shape = SubResource("SphereShape3D_jngg2")
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target_position = Vector3(0, 0, -12)
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max_results = 1
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collision_mask = 256
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collision_mask = 304
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debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
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[node name="DashCastDrop" type="ShapeCast3D" parent="."]
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@@ -36,7 +36,7 @@ transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 1
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shape = SubResource("SphereShape3D_jngg2")
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target_position = Vector3(0, 0, -50)
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max_results = 1
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collision_mask = 256
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collision_mask = 304
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debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
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[node name="DashTarget" type="MeshInstance3D" parent="."]
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