fixed slope ground slide
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This commit is contained in:
2026-01-14 10:21:50 +01:00
parent e32dac9e6e
commit c6559d593a
2 changed files with 82 additions and 13 deletions

View File

@@ -59,7 +59,7 @@ height = 1.0
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_6lejt"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_6lejt"]
radius = 1.0 radius = 1.0
height = 3.0 height = 3.5
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"] [sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
blend_mode = 1 blend_mode = 1
@@ -89,6 +89,7 @@ SimpleDashTime = 0.2
AimedDashTime = 0.2 AimedDashTime = 0.2
PostDashSpeed = 30.0 PostDashSpeed = 30.0
SlamSpeed = 80.0 SlamSpeed = 80.0
FlatGroundSlideSpeedLossRate = 0.996
GroundSlideJumpMultiplier = 0.1 GroundSlideJumpMultiplier = 0.1
GroundSlideJumpSpeedFactor = 0.1 GroundSlideJumpSpeedFactor = 0.1
GroundSlideDownSlopeAcceleration = 0.2 GroundSlideDownSlopeAcceleration = 0.2
@@ -248,7 +249,10 @@ mesh = SubResource("CylinderMesh_nodcl")
[node name="GroundDetector" type="ShapeCast3D" parent="."] [node name="GroundDetector" type="ShapeCast3D" parent="."]
shape = SubResource("CapsuleShape3D_6lejt") shape = SubResource("CapsuleShape3D_6lejt")
target_position = Vector3(0, -0.5, 0) collision_mask = 2
[node name="DirectGroundDetector" type="RayCast3D" parent="."]
target_position = Vector3(0, -2, 0)
collision_mask = 2 collision_mask = 2
[node name="DashCooldown" type="Timer" parent="."] [node name="DashCooldown" type="Timer" parent="."]
@@ -647,6 +651,12 @@ to = NodePath("../../../Jump/SimpleJump")
event = &"jump" event = &"jump"
delay_in_seconds = "0.0" delay_in_seconds = "0.0"
[node name="OnCancel" type="Node" parent="StateChart/Root/Movement/Sliding/GroundSlide"]
script = ExtResource("28_n7qhm")
to = NodePath("../../SlideCanceled")
event = &"slide_canceled"
delay_in_seconds = "0.0"
[node name="AirGlideDoubleJumpEnabled" type="Node" parent="StateChart/Root/Movement/Sliding"] [node name="AirGlideDoubleJumpEnabled" type="Node" parent="StateChart/Root/Movement/Sliding"]
script = ExtResource("27_34snm") script = ExtResource("27_34snm")
@@ -683,6 +693,33 @@ to = NodePath("../../GroundSlide")
event = &"grounded" event = &"grounded"
delay_in_seconds = "0.0" delay_in_seconds = "0.0"
[node name="SlideCanceled" type="Node" parent="StateChart/Root/Movement/Sliding"]
script = ExtResource("27_34snm")
[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Sliding/SlideCanceled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Airborne/CoyoteEnabled")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="OnDash" type="Node" parent="StateChart/Root/Movement/Sliding/SlideCanceled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Dashing/Dash")
event = &"dash"
delay_in_seconds = "0.0"
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Sliding/SlideCanceled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnSlideReleased" type="Node" parent="StateChart/Root/Movement/Sliding/SlideCanceled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Grounded")
event = &"slide_released"
delay_in_seconds = "0.0"
[node name="Airborne" type="Node" parent="StateChart/Root/Movement"] [node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("26_infe6") script = ExtResource("26_infe6")
initial_state = NodePath("CoyoteEnabled") initial_state = NodePath("CoyoteEnabled")

View File

@@ -49,6 +49,7 @@ public partial class PlayerController : CharacterBody3D
public CylinderMesh DashIndicatorMeshCylinder; public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper; public RayCast3D WallRunSnapper;
public ShapeCast3D GroundDetector; public ShapeCast3D GroundDetector;
public RayCast3D DirectGroundDetector;
// Inspector stuff // Inspector stuff
[Export] public Marker3D TutorialWeaponTarget; [Export] public Marker3D TutorialWeaponTarget;
@@ -142,6 +143,8 @@ public partial class PlayerController : CharacterBody3D
public float AccelerationGroundSlide = 1.0f; public float AccelerationGroundSlide = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float DecelerationGroundSlide = 0.1f; 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")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float GroundSlideJumpMultiplier = 1.0f; public float GroundSlideJumpMultiplier = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
@@ -282,6 +285,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _groundSliding; private StateChartState _groundSliding;
private StateChartState _airGliding; private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump; private StateChartState _airGlidingDoubleJump;
private StateChartState _slideCanceled;
private StateChartState _slamming; private StateChartState _slamming;
private StateChartState _onWall; private StateChartState _onWall;
private StateChartState _onWallHugging; private StateChartState _onWallHugging;
@@ -332,6 +336,7 @@ public partial class PlayerController : CharacterBody3D
WallHugSystem = GetNode<WallHugSystem>("WallHugSystem"); WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper"); WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
GroundDetector = GetNode<ShapeCast3D>("GroundDetector"); GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
DirectGroundDetector = GetNode<RayCast3D>("DirectGroundDetector");
RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D"); RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D"); RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS]; _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")); _slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding")); _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")); _groundSliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide"));
_airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide")); _airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide"));
_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled")); _airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
@@ -450,6 +456,8 @@ public partial class PlayerController : CharacterBody3D
_sliding.StateEntered += SlideStarted; _sliding.StateEntered += SlideStarted;
_sliding.StateExited += SlideEnded; _sliding.StateExited += SlideEnded;
_slideCanceled.StateEntered += OnSlideCanceled;
_slideCanceled.StatePhysicsProcessing += HandleSlideCanceled;
_groundSliding.StatePhysicsProcessing += HandleGroundSlide; _groundSliding.StatePhysicsProcessing += HandleGroundSlide;
_airGliding.StatePhysicsProcessing += HandleAirGlide; _airGliding.StatePhysicsProcessing += HandleAirGlide;
_airGlidingDoubleJump.StatePhysicsProcessing += HandleAirGlide; _airGlidingDoubleJump.StatePhysicsProcessing += HandleAirGlide;
@@ -1265,11 +1273,11 @@ public partial class PlayerController : CharacterBody3D
); );
public Vector3 GetGroundPosition() public Vector3 GetGroundPosition()
{ {
return GroundDetector.GetCollisionPoint(0); return DirectGroundDetector.GetCollisionPoint();
} }
public Vector3 GetGroundNormal() public Vector3 GetGroundNormal()
{ {
return GroundDetector.GetCollisionNormal(0); return DirectGroundDetector.GetCollisionNormal();
} }
public SlopeRecord GetSlope() public SlopeRecord GetSlope()
{ {
@@ -1289,39 +1297,63 @@ public partial class PlayerController : CharacterBody3D
{ {
// Store current velocity // Store current velocity
var currentVelocity = Velocity.Length(); var currentVelocity = Velocity.Length();
var finalSpeed = currentVelocity * FlatGroundSlideSpeedLossRate;
// Going down slope? // Going down slope?
var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope(); var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope();
// Change velocity based on Input // Change velocity based on Input
var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide); 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.Slide(normal);
var redirectedVelocity = newVelocityDirection; var redirectedVelocity = newVelocityDirection;
var speedFactorFromDownSlope = 1f;
if (slopeAngleRadians > Mathf.Epsilon) if (slopeAngleRadians > Mathf.Epsilon)
{ {
var slopeHDirection = new Vector3(slopeDirection.X, 0, slopeDirection.Z); var slopeHDirection = new Vector3(slopeDirection.X, 0, slopeDirection.Z);
redirectedVelocity = newVelocityDirection.Lerp(slopeHDirection, delta * GroundSlideSlopeMagnetism); redirectedVelocity = newVelocityDirection.Lerp(slopeHDirection, delta * GroundSlideSlopeMagnetism);
var angleBetweenVelocityAndSlope = redirectedVelocity.AngleTo(slopeHDirection); var angleBetweenVelocityAndSlope = newVelocityHDirection.AngleTo(slopeHDirection);
var cosAngle = Mathf.Cos(angleBetweenVelocityAndSlope); var velocitySlopeAlignment = Mathf.Cos(angleBetweenVelocityAndSlope);
var redirectedVVelocity = slopeDirection.Y * cosAngle; 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); // var redirectedVVelocity = slopeDirection.Y * velocitySlopeAlignment;
speedFactorFromDownSlope = Velocity.Length() > GroundSlideDownSlopeMaxSpeed ? 1f : 1f + GroundSlideDownSlopeAcceleration * GetFloorAngle() * cosAngle; // 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 // Preserve velocity when changing direction
var finalVelocity = redirectedVelocity.Normalized() * currentVelocity * speedFactorFromDownSlope; var finalVelocity = redirectedVelocity.Normalized() * finalSpeed;
Velocity = finalVelocity; 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) public void HandleGroundSlide(float delta)
{ {
SlideOnGround(delta); SlideOnGround(delta);
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle"); if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
if (!isOnFloorCustom()) if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding())
_playerState.SendEvent("start_falling"); _playerState.SendEvent("start_falling");
} }