gd: broken weapon throw
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@ -186,8 +186,7 @@ delay_in_seconds = "0.0"
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[node name="WeaponRoot" type="Node3D" parent="."]
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[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
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transform = Transform3D(1, 0, 0, 0, 0.953043, 0.302836, 0, -0.302836, 0.953043, 0.45268, 1.44035, -0.692528)
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skeleton = NodePath("../..")
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transform = Transform3D(1, 0, 0, 0, 0.984902, 0.173115, 0, -0.173115, 0.984902, 0.45268, 1.44035, -0.692528)
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[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
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[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
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@ -119,7 +119,7 @@ public partial class PlayerController : CharacterBody3D
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MoveSystem.Init(moveSystemParams);
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
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WeaponSystem.Init(HeadSystem, camera, TweenQueueSystem);
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WeaponSystem.Init(HeadSystem, camera);
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// RPG Stuff
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HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
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@ -154,7 +154,9 @@ public partial class PlayerController : CharacterBody3D
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{
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var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation;
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var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve;
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var weaponThrowVector = dashLocation - Position;
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WeaponSystem.ThrowWeapon(Position, dashLocation, hasHit, collisionPoint, collisionNormal);
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DashSystem.CancelDash();
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// RemoveChild(WeaponSystem);
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}
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public void OnInputMove(Vector3 value)
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@ -194,6 +196,8 @@ public partial class PlayerController : CharacterBody3D
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public void OnDashEnded()
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{
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_playerState.SendEvent("dash_ended");
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// AddChild(WeaponSystem);
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WeaponSystem.ResetWeapon();
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}
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public void OnInputJumpPressed()
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