gd: broken weapon throw
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@ -2,20 +2,60 @@ using Godot;
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namespace Movementtests.systems;
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public partial class WeaponSystem : MeshInstance3D
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public partial class WeaponSystem : RigidBody3D
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{
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private Camera3D _camera;
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private TweenQueueSystem _tweenQueueSystem;
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private Transform3D _startTransform;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private Vector3 _throwDirection;
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private Vector3 _plantLocation;
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private Vector3 _plantNormal;
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public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
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public void Init(Node3D head, Camera3D camera)
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{
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_head = head;
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_camera = camera;
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_tweenQueueSystem = tweenQueueSystem;
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_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
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_tweenQueueSystem.Init(this);
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_startTransform = Transform;
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Freeze = true;
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}
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public void ThrowWeapon(Vector3 start, Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
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{
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_throwDirection = (end - start).Normalized();
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_plantLocation = collisionLocation;
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_plantNormal = collisionNormal;
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LookAt(GlobalTransform.Origin + _throwDirection);
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RotateX(-Mathf.Pi / 2);
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var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, 1f));
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if (hasHit)
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tween.Finished += PlantWeaponInWall;
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else
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tween.Finished += ThrowWeaponOnCurve;
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}
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public void ThrowWeaponOnCurve()
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{
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Freeze = false;
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}
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public void PlantWeaponInWall()
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{
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Position = _plantLocation;
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LookAt(_plantLocation + _plantNormal, Vector3.Up);
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}
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public void ResetWeapon()
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{
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Transform = _startTransform;
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Freeze = true;
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}
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}
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@ -1,13 +1,26 @@
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[gd_scene load_steps=3 format=3 uid="uid://ckm3d6k08a72u"]
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[gd_scene load_steps=5 format=3 uid="uid://ckm3d6k08a72u"]
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[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
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[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
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[sub_resource type="CylinderMesh" id="CylinderMesh_q5h8a"]
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top_radius = 0.01
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bottom_radius = 0.01
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_avini"]
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height = 1.0
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radius = 0.1
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[sub_resource type="CylinderMesh" id="CylinderMesh_x1nha"]
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top_radius = 0.0
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bottom_radius = 0.05
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height = 1.0
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[node name="Weapon" type="MeshInstance3D"]
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[node name="Weapon" type="RigidBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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mesh = SubResource("CylinderMesh_q5h8a")
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script = ExtResource("1_csqwk")
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[node name="TweenQueueSystem" parent="." instance=ExtResource("2_x1nha")]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
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shape = SubResource("CylinderShape3D_avini")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("CylinderMesh_x1nha")
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