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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