gd: broken weapon throw
This commit is contained in:
@ -186,8 +186,7 @@ delay_in_seconds = "0.0"
|
||||
[node name="WeaponRoot" type="Node3D" parent="."]
|
||||
|
||||
[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.953043, 0.302836, 0, -0.302836, 0.953043, 0.45268, 1.44035, -0.692528)
|
||||
skeleton = NodePath("../..")
|
||||
transform = Transform3D(1, 0, 0, 0, 0.984902, 0.173115, 0, -0.173115, 0.984902, 0.45268, 1.44035, -0.692528)
|
||||
|
||||
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
|
||||
[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
|
||||
|
@ -119,7 +119,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
MoveSystem.Init(moveSystemParams);
|
||||
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
|
||||
DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
|
||||
WeaponSystem.Init(HeadSystem, camera, TweenQueueSystem);
|
||||
WeaponSystem.Init(HeadSystem, camera);
|
||||
|
||||
// RPG Stuff
|
||||
HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
|
||||
@ -154,7 +154,9 @@ public partial class PlayerController : CharacterBody3D
|
||||
{
|
||||
var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation;
|
||||
var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve;
|
||||
var weaponThrowVector = dashLocation - Position;
|
||||
WeaponSystem.ThrowWeapon(Position, dashLocation, hasHit, collisionPoint, collisionNormal);
|
||||
DashSystem.CancelDash();
|
||||
// RemoveChild(WeaponSystem);
|
||||
}
|
||||
|
||||
public void OnInputMove(Vector3 value)
|
||||
@ -194,6 +196,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
public void OnDashEnded()
|
||||
{
|
||||
_playerState.SendEvent("dash_ended");
|
||||
// AddChild(WeaponSystem);
|
||||
WeaponSystem.ResetWeapon();
|
||||
}
|
||||
|
||||
public void OnInputJumpPressed()
|
||||
|
@ -28,7 +28,7 @@ public partial class TweenQueueSystem : Node3D
|
||||
var (location, duration) = inputs;
|
||||
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(_tweenObject, "position", location, duration);
|
||||
tween.TweenProperty(_tweenObject, "global_position", location, duration);
|
||||
tween.TweenCallback(_tweenEndedCallback);
|
||||
_isTweening = true;
|
||||
return tween;
|
||||
|
@ -2,20 +2,60 @@ using Godot;
|
||||
|
||||
namespace Movementtests.systems;
|
||||
|
||||
public partial class WeaponSystem : MeshInstance3D
|
||||
public partial class WeaponSystem : RigidBody3D
|
||||
{
|
||||
private Node3D _head;
|
||||
private ShapeCast3D _dashCast3D;
|
||||
private Camera3D _camera;
|
||||
private TweenQueueSystem _tweenQueueSystem;
|
||||
|
||||
private Transform3D _startTransform;
|
||||
|
||||
private MantleSystem _mantleSystem;
|
||||
private MeshInstance3D _dashTarget;
|
||||
private Vector3 _throwDirection;
|
||||
private Vector3 _plantLocation;
|
||||
private Vector3 _plantNormal;
|
||||
|
||||
public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
|
||||
public void Init(Node3D head, Camera3D camera)
|
||||
{
|
||||
_head = head;
|
||||
_camera = camera;
|
||||
_tweenQueueSystem = tweenQueueSystem;
|
||||
|
||||
_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
|
||||
_tweenQueueSystem.Init(this);
|
||||
|
||||
_startTransform = Transform;
|
||||
Freeze = true;
|
||||
}
|
||||
|
||||
public void ThrowWeapon(Vector3 start, Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
|
||||
{
|
||||
_throwDirection = (end - start).Normalized();
|
||||
_plantLocation = collisionLocation;
|
||||
_plantNormal = collisionNormal;
|
||||
LookAt(GlobalTransform.Origin + _throwDirection);
|
||||
RotateX(-Mathf.Pi / 2);
|
||||
|
||||
var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, 1f));
|
||||
if (hasHit)
|
||||
tween.Finished += PlantWeaponInWall;
|
||||
else
|
||||
tween.Finished += ThrowWeaponOnCurve;
|
||||
}
|
||||
|
||||
public void ThrowWeaponOnCurve()
|
||||
{
|
||||
Freeze = false;
|
||||
}
|
||||
|
||||
public void PlantWeaponInWall()
|
||||
{
|
||||
Position = _plantLocation;
|
||||
LookAt(_plantLocation + _plantNormal, Vector3.Up);
|
||||
}
|
||||
|
||||
public void ResetWeapon()
|
||||
{
|
||||
Transform = _startTransform;
|
||||
Freeze = true;
|
||||
}
|
||||
}
|
@ -1,13 +1,26 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://ckm3d6k08a72u"]
|
||||
[gd_scene load_steps=5 format=3 uid="uid://ckm3d6k08a72u"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
|
||||
[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
|
||||
|
||||
[sub_resource type="CylinderMesh" id="CylinderMesh_q5h8a"]
|
||||
top_radius = 0.01
|
||||
bottom_radius = 0.01
|
||||
[sub_resource type="CylinderShape3D" id="CylinderShape3D_avini"]
|
||||
height = 1.0
|
||||
radius = 0.1
|
||||
|
||||
[sub_resource type="CylinderMesh" id="CylinderMesh_x1nha"]
|
||||
top_radius = 0.0
|
||||
bottom_radius = 0.05
|
||||
height = 1.0
|
||||
|
||||
[node name="Weapon" type="MeshInstance3D"]
|
||||
[node name="Weapon" type="RigidBody3D"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
mesh = SubResource("CylinderMesh_q5h8a")
|
||||
script = ExtResource("1_csqwk")
|
||||
|
||||
[node name="TweenQueueSystem" parent="." instance=ExtResource("2_x1nha")]
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
shape = SubResource("CylinderShape3D_avini")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("CylinderMesh_x1nha")
|
||||
|
Reference in New Issue
Block a user