fixed slope ground slide
This commit is contained in:
@@ -49,6 +49,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
public CylinderMesh DashIndicatorMeshCylinder;
|
||||
public RayCast3D WallRunSnapper;
|
||||
public ShapeCast3D GroundDetector;
|
||||
public RayCast3D DirectGroundDetector;
|
||||
|
||||
// Inspector stuff
|
||||
[Export] public Marker3D TutorialWeaponTarget;
|
||||
@@ -142,6 +143,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
public float AccelerationGroundSlide = 1.0f;
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float DecelerationGroundSlide = 0.1f;
|
||||
[Export(PropertyHint.Range, "0.99,1,0.0001")]
|
||||
public float FlatGroundSlideSpeedLossRate = 0.9975f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float GroundSlideJumpMultiplier = 1.0f;
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
@@ -282,6 +285,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
private StateChartState _groundSliding;
|
||||
private StateChartState _airGliding;
|
||||
private StateChartState _airGlidingDoubleJump;
|
||||
private StateChartState _slideCanceled;
|
||||
private StateChartState _slamming;
|
||||
private StateChartState _onWall;
|
||||
private StateChartState _onWallHugging;
|
||||
@@ -332,6 +336,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
|
||||
WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
|
||||
GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
|
||||
DirectGroundDetector = GetNode<RayCast3D>("DirectGroundDetector");
|
||||
RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
|
||||
RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
|
||||
_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
|
||||
@@ -354,6 +359,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
|
||||
|
||||
_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding"));
|
||||
_slideCanceled = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/SlideCanceled"));
|
||||
_groundSliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide"));
|
||||
_airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide"));
|
||||
_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
|
||||
@@ -450,6 +456,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
_sliding.StateEntered += SlideStarted;
|
||||
_sliding.StateExited += SlideEnded;
|
||||
_slideCanceled.StateEntered += OnSlideCanceled;
|
||||
_slideCanceled.StatePhysicsProcessing += HandleSlideCanceled;
|
||||
_groundSliding.StatePhysicsProcessing += HandleGroundSlide;
|
||||
_airGliding.StatePhysicsProcessing += HandleAirGlide;
|
||||
_airGlidingDoubleJump.StatePhysicsProcessing += HandleAirGlide;
|
||||
@@ -1265,11 +1273,11 @@ public partial class PlayerController : CharacterBody3D
|
||||
);
|
||||
public Vector3 GetGroundPosition()
|
||||
{
|
||||
return GroundDetector.GetCollisionPoint(0);
|
||||
return DirectGroundDetector.GetCollisionPoint();
|
||||
}
|
||||
public Vector3 GetGroundNormal()
|
||||
{
|
||||
return GroundDetector.GetCollisionNormal(0);
|
||||
return DirectGroundDetector.GetCollisionNormal();
|
||||
}
|
||||
public SlopeRecord GetSlope()
|
||||
{
|
||||
@@ -1289,39 +1297,63 @@ public partial class PlayerController : CharacterBody3D
|
||||
{
|
||||
// Store current velocity
|
||||
var currentVelocity = Velocity.Length();
|
||||
var finalSpeed = currentVelocity * FlatGroundSlideSpeedLossRate;
|
||||
|
||||
// Going down slope?
|
||||
var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope();
|
||||
|
||||
// Change velocity based on Input
|
||||
var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
|
||||
var newVelocityDirection = new Vector3(horizontalVelocity.X, 0, horizontalVelocity.Z).Normalized();
|
||||
var newVelocityDirection = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z).Normalized();
|
||||
var newVelocityHDirection = new Vector3(horizontalVelocity.X, 0, horizontalVelocity.Z).Normalized();
|
||||
// var redirectedVelocity = newVelocityDirection.Slide(normal);
|
||||
|
||||
var redirectedVelocity = newVelocityDirection;
|
||||
var speedFactorFromDownSlope = 1f;
|
||||
if (slopeAngleRadians > Mathf.Epsilon)
|
||||
{
|
||||
var slopeHDirection = new Vector3(slopeDirection.X, 0, slopeDirection.Z);
|
||||
redirectedVelocity = newVelocityDirection.Lerp(slopeHDirection, delta * GroundSlideSlopeMagnetism);
|
||||
|
||||
var angleBetweenVelocityAndSlope = redirectedVelocity.AngleTo(slopeHDirection);
|
||||
var cosAngle = Mathf.Cos(angleBetweenVelocityAndSlope);
|
||||
var redirectedVVelocity = slopeDirection.Y * cosAngle;
|
||||
var angleBetweenVelocityAndSlope = newVelocityHDirection.AngleTo(slopeHDirection);
|
||||
var velocitySlopeAlignment = Mathf.Cos(angleBetweenVelocityAndSlope);
|
||||
var slopeSpeedFactor = Mathf.Remap(velocitySlopeAlignment, -1, 1, 0.98, 1.02);
|
||||
var speedFactorFromDownSlope = Velocity.Length() > GroundSlideDownSlopeMaxSpeed ? 1f : slopeSpeedFactor;
|
||||
finalSpeed *= (float) speedFactorFromDownSlope;
|
||||
|
||||
redirectedVelocity = new Vector3(redirectedVelocity.X, redirectedVVelocity, redirectedVelocity.Z);
|
||||
speedFactorFromDownSlope = Velocity.Length() > GroundSlideDownSlopeMaxSpeed ? 1f : 1f + GroundSlideDownSlopeAcceleration * GetFloorAngle() * cosAngle;
|
||||
// var redirectedVVelocity = slopeDirection.Y * velocitySlopeAlignment;
|
||||
// redirectedVelocity = new Vector3(redirectedVelocity.X, redirectedVVelocity, redirectedVelocity.Z);
|
||||
|
||||
// Moving upslope and not enough speed
|
||||
if (velocitySlopeAlignment < 0 && DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f) _playerState.SendEvent("slide_canceled");
|
||||
}
|
||||
else if (DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f)
|
||||
{
|
||||
// Moving on flat ground and not enough speed
|
||||
_playerState.SendEvent("slide_canceled");
|
||||
}
|
||||
|
||||
// Preserve velocity when changing direction
|
||||
var finalVelocity = redirectedVelocity.Normalized() * currentVelocity * speedFactorFromDownSlope;
|
||||
var finalVelocity = redirectedVelocity.Normalized() * finalSpeed;
|
||||
Velocity = finalVelocity;
|
||||
if (DirectGroundDetector.IsColliding())
|
||||
{
|
||||
GlobalPosition = new Vector3(GlobalPosition.X, position.Y, GlobalPosition.Z);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnSlideCanceled()
|
||||
{
|
||||
_targetSpeed = WalkSpeed;
|
||||
}
|
||||
public void HandleSlideCanceled(float delta)
|
||||
{
|
||||
HandleGrounded(delta);
|
||||
}
|
||||
public void HandleGroundSlide(float delta)
|
||||
{
|
||||
SlideOnGround(delta);
|
||||
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
||||
if (!isOnFloorCustom())
|
||||
if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding())
|
||||
_playerState.SendEvent("start_falling");
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user