ground sliding under stuff
This commit is contained in:
@@ -506,6 +506,162 @@ use_collision = true
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size = Vector3(5, 3, 2)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D38" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 21.5, 2.25, 22.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D39" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 21.25, 0.5, 22.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D40" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 28.5, 2.25, 22.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D41" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 28.25, 0.25, 22.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 2.5, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D42" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 35.5, 2.25, 22.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D43" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 35.25, -0.5, 22.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D44" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 42.5, 2.25, 22.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D45" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-4.371139e-08, 0, -1, 0, 1, 0, 1, 0, -4.371139e-08, 42.25, -1, 22.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D46" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 21.5, 2.25, 31.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D47" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 21.25, 0.5, 31.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D48" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 28.5, 2.25, 31.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D49" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 28.25, 0.25, 31.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 2.5, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D50" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 35.5, 2.25, 31.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D51" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 35.25, -0.5, 31.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D52" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 42.5, 2.25, 31.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D53" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-2.6226834e-08, 0, -1, 0, 1, 0, 0.6, 0, -4.371139e-08, 42.25, -1, 31.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D54" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 21.5, 2.25, 39.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D55" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 21.25, 0.5, 39.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D56" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 28.5, 2.25, 39.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D57" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 28.25, 0.25, 39.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 2.5, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D58" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 35.5, 2.25, 39.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D59" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 35.25, -0.5, 39.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D60" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 42.5, 2.25, 39.5)
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use_collision = true
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size = Vector3(5, 5, 5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D61" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(-7.86805e-09, 0, -1, 0, 1, 0, 0.18, 0, -4.371139e-08, 42.25, -1, 39.5)
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operation = 2
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use_collision = true
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size = Vector3(5, 3, 1.5)
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material = ExtResource("3_vvhq3")
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[node name="CSGBox3D32" type="CSGBox3D" parent="Greybox/Passageways"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.25, -26.5)
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use_collision = true
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=49 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=50 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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@@ -11,7 +11,6 @@
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[ext_resource type="Resource" uid="uid://brswsknpgwal2" path="res://systems/inputs/base_mode/move_front.tres" id="7_m8gvy"]
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[ext_resource type="Resource" uid="uid://s1l0n1iitc6m" path="res://systems/inputs/base_mode/move_back.tres" id="8_jb43f"]
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[ext_resource type="Resource" uid="uid://j1o5ud0plk4" path="res://systems/inputs/base_mode/aim_release.tres" id="8_lhb11"]
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[ext_resource type="Script" uid="uid://dd1yrt7eiiyf4" path="res://player_controller/Scripts/CapsuleCollider.cs" id="8_lmtjd"]
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[ext_resource type="Resource" uid="uid://c3e0ivgaxrsyb" path="res://systems/inputs/base_mode/aim_down.tres" id="8_obsfv"]
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[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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@@ -47,6 +46,9 @@
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_xc2g5"]
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height = 1.7
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[sub_resource type="SphereShape3D" id="SphereShape3D_6lejt"]
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radius = 0.45
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nodcl"]
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transparency = 1
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albedo_color = Color(0, 0.627451, 0.6313726, 0.49019608)
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@@ -61,6 +63,9 @@ height = 1.0
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radius = 1.0
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height = 3.5
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[sub_resource type="SphereShape3D" id="SphereShape3D_nob5r"]
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radius = 0.4
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
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blend_mode = 1
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@@ -136,12 +141,16 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
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visible = false
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mesh = SubResource("CapsuleMesh_xc2g5")
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[node name="CapsuleCollider" type="CollisionShape3D" parent="."]
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[node name="StandingCollider" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
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shape = ExtResource("13_r7i3q")
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debug_color = Color(0, 0.6, 0.701961, 0.341176)
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script = ExtResource("8_lmtjd")
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CapsuleDefaultHeight = 1.7
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[node name="SlideCollider" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.45, 0)
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shape = SubResource("SphereShape3D_6lejt")
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disabled = true
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debug_color = Color(0, 0.6, 0.701961, 0.341176)
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[node name="HeadSystem" parent="." instance=ExtResource("11_rxwoh")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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@@ -251,6 +260,13 @@ mesh = SubResource("CylinderMesh_nodcl")
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shape = SubResource("CapsuleShape3D_6lejt")
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collision_mask = 2
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[node name="CeilingDetector" type="ShapeCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
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enabled = false
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shape = SubResource("SphereShape3D_nob5r")
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target_position = Vector3(0, 0.4, 0)
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collision_mask = 2
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[node name="DirectGroundDetector" type="RayCast3D" parent="."]
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target_position = Vector3(0, -2, 0)
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collision_mask = 2
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@@ -550,6 +566,12 @@ delay_in_seconds = "0.0"
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script = ExtResource("26_infe6")
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initial_state = NodePath("SimpleJump")
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[node name="OnDash" type="Node" parent="StateChart/Root/Movement/Jump"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Dashing/Dash")
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event = &"dash"
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delay_in_seconds = "0.0"
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[node name="OnMantle" type="Node" parent="StateChart/Root/Movement/Jump"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Mantling")
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@@ -590,6 +612,12 @@ delay_in_seconds = "0.0"
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script = ExtResource("26_infe6")
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initial_state = NodePath("Dash")
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[node name="OnDashEndedGrounded" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Grounded")
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event = &"grounded"
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delay_in_seconds = "0.0"
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[node name="OnDashEnded" type="Node" parent="StateChart/Root/Movement/Dashing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Airborne/Reset")
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@@ -40,17 +40,13 @@ public partial class CapsuleCollider : CollisionShape3D
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return Mathf.IsEqualApprox(_shape.Height, CapsuleCrouchHeight);
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}
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public void Crouch(float delta, float crouchTransitionSpeed)
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public void Crouch()
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{
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_shape.Height -= delta * crouchTransitionSpeed;
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_shape.Height = Mathf.Clamp(_shape.Height, CapsuleCrouchHeight, CapsuleDefaultHeight);
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_shape.Height = CapsuleCrouchHeight;
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}
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public void UndoCrouching(float delta, float crouchTransitionSpeed)
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public void Uncrouch()
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{
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_shape.Height += delta * crouchTransitionSpeed;
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_shape.Height = Mathf.Clamp(_shape.Height, CapsuleCrouchHeight, CapsuleDefaultHeight);
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_shape.Height = CapsuleDefaultHeight;
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}
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||||
}
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@@ -37,7 +37,8 @@ public partial class PlayerController : CharacterBody3D
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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public CapsuleCollider CapsuleCollider;
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public CollisionShape3D StandingCollider;
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public CollisionShape3D SlideCollider;
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public Node3D WeaponRoot;
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public WeaponSystem WeaponSystem;
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public WallHugSystem WallHugSystem;
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@@ -49,6 +50,7 @@ public partial class PlayerController : CharacterBody3D
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public CylinderMesh DashIndicatorMeshCylinder;
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public RayCast3D WallRunSnapper;
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public ShapeCast3D GroundDetector;
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public ShapeCast3D CeilingDetector;
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public RayCast3D DirectGroundDetector;
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// Inspector stuff
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@@ -330,12 +332,14 @@ public partial class PlayerController : CharacterBody3D
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WeaponRoot = GetNode<Node3D>("WeaponRoot");
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WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
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MantleSystem = GetNode<MantleSystem>("HeadSystem/MantleSystem");
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CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
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StandingCollider = GetNode<CollisionShape3D>("StandingCollider");
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SlideCollider = GetNode<CollisionShape3D>("SlideCollider");
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DashSystem = GetNode<DashSystem>("DashSystem");
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StairsSystem = GetNode<StairsSystem>("StairsSystem");
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WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
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WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
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GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
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CeilingDetector = GetNode<ShapeCast3D>("CeilingDetector");
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DirectGroundDetector = GetNode<RayCast3D>("DirectGroundDetector");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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@@ -346,7 +350,7 @@ public partial class PlayerController : CharacterBody3D
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||||
"HeadCollisionDetectors/HeadCollisionDetector" + i);
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||||
}
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||||
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var playerShape = CapsuleCollider.GetShape() as CapsuleShape3D;
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||||
var playerShape = StandingCollider.GetShape() as CapsuleShape3D;
|
||||
_playerHeight = playerShape!.Height;
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_playerRadius = playerShape.Radius;
|
||||
|
||||
@@ -598,9 +602,9 @@ public partial class PlayerController : CharacterBody3D
|
||||
StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
|
||||
{
|
||||
IsOnFloorCustom = isOnFloorCustom(),
|
||||
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
||||
IsCapsuleHeightLessThanNormal = false,
|
||||
CurrentSpeedGreaterThanWalkSpeed = false,
|
||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||
IsCrouchingHeight = false,
|
||||
Delta = delta,
|
||||
FloorMaxAngle = FloorMaxAngle,
|
||||
GlobalPositionFromDriver = GlobalPosition,
|
||||
@@ -621,10 +625,10 @@ public partial class PlayerController : CharacterBody3D
|
||||
StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
|
||||
{
|
||||
IsOnFloor = IsOnFloor(),
|
||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||
IsCrouchingHeight = false,
|
||||
LastFrameWasOnFloor = _lastFrameWasOnFloor,
|
||||
CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
|
||||
CurrentCapsuleHeight = CapsuleCollider.GetCurrentHeight(),
|
||||
CapsuleDefaultHeight = _playerHeight,
|
||||
CurrentCapsuleHeight = _playerHeight,
|
||||
FloorMaxAngle = FloorMaxAngle,
|
||||
VelocityY = Velocity.Y,
|
||||
GlobalTransformFromDriver = GlobalTransform,
|
||||
@@ -642,9 +646,9 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
|
||||
{
|
||||
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
||||
IsCapsuleHeightLessThanNormal = false,
|
||||
CurrentSpeedGreaterThanWalkSpeed = false,
|
||||
BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
|
||||
BetweenCrouchingAndNormalHeight = false,
|
||||
Delta = delta
|
||||
};
|
||||
StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
|
||||
@@ -812,7 +816,7 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
|
||||
{
|
||||
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
||||
IsCrouchingHeight = false,
|
||||
Delta = delta,
|
||||
SprintSpeed = WalkSpeed,
|
||||
Velocity = Velocity,
|
||||
@@ -943,7 +947,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
if (!_canDash)
|
||||
{
|
||||
_playerState.SendEvent("dash_finished");
|
||||
var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
|
||||
_playerState.SendEvent(dashEvent);
|
||||
return;
|
||||
}
|
||||
_canDash = false;
|
||||
@@ -961,7 +966,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
|
||||
public void SimpleDashFinished()
|
||||
{
|
||||
_playerState.SendEvent("dash_finished");
|
||||
var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
|
||||
_playerState.SendEvent(dashEvent);
|
||||
}
|
||||
|
||||
///////////////////////////
|
||||
@@ -1256,13 +1262,18 @@ public partial class PlayerController : CharacterBody3D
|
||||
///////////////////////////
|
||||
// Slide management //
|
||||
///////////////////////////
|
||||
|
||||
private bool _isSlideInputDown = false;
|
||||
public void OnInputSlideStarted()
|
||||
{
|
||||
_isSlideInputDown = true;
|
||||
_playerState.SendEvent("slide");
|
||||
}
|
||||
public void OnInputSlideEnded()
|
||||
{
|
||||
_playerState.SendEvent("slide_released");
|
||||
_isSlideInputDown = false;
|
||||
if (_airGliding.Active || CanStandUpFromSlide())
|
||||
_playerState.SendEvent("slide_released");
|
||||
}
|
||||
|
||||
public record SlopeRecord(
|
||||
@@ -1288,19 +1299,49 @@ public partial class PlayerController : CharacterBody3D
|
||||
var direction = normal.Cross(vectorInPlane).Normalized();
|
||||
return new SlopeRecord(position, normal, direction, angle);
|
||||
}
|
||||
|
||||
|
||||
public void SetupSlideCollision()
|
||||
{
|
||||
StandingCollider.Disabled = true;
|
||||
SlideCollider.Disabled = false;
|
||||
CeilingDetector.Enabled = true;
|
||||
}
|
||||
|
||||
public void SetupStandingCollision()
|
||||
{
|
||||
StandingCollider.Disabled = false;
|
||||
SlideCollider.Disabled = true;
|
||||
CeilingDetector.Enabled = false;
|
||||
}
|
||||
public void SlideStarted()
|
||||
{
|
||||
_targetSpeed = Velocity.Length();
|
||||
SetupSlideCollision();
|
||||
}
|
||||
|
||||
public bool CanStandUpFromSlide()
|
||||
{
|
||||
return !CeilingDetector.IsColliding();
|
||||
}
|
||||
|
||||
public bool CanCancelSlide()
|
||||
{
|
||||
return DirectGroundDetector.IsColliding()
|
||||
&& Velocity.Length() < WalkSpeed / 2f
|
||||
&& CanStandUpFromSlide();
|
||||
}
|
||||
public void SlideOnGround(float delta)
|
||||
{
|
||||
// Store current velocity
|
||||
var currentVelocity = Velocity.Length();
|
||||
var finalSpeed = currentVelocity * FlatGroundSlideSpeedLossRate;
|
||||
// We prevent automatically losing speed when sliding under something
|
||||
var speedLossRate = CanStandUpFromSlide() ? FlatGroundSlideSpeedLossRate : 1.0f;
|
||||
// We force a minimum of speed when sliding under something
|
||||
var minimumVelocity = CanStandUpFromSlide() ? 0f : WalkSpeed;
|
||||
var finalSpeed = Mathf.Max(currentVelocity * speedLossRate, minimumVelocity);
|
||||
|
||||
// Going down slope?
|
||||
var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope();
|
||||
// Going down a slope?
|
||||
var (position, _, slopeDirection, slopeAngleRadians) = GetSlope();
|
||||
|
||||
// Change velocity based on Input
|
||||
var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
|
||||
@@ -1324,9 +1365,10 @@ public partial class PlayerController : CharacterBody3D
|
||||
// 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");
|
||||
if (velocitySlopeAlignment < 0 && CanCancelSlide())
|
||||
_playerState.SendEvent("slide_canceled");
|
||||
}
|
||||
else if (DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f)
|
||||
else if (CanCancelSlide())
|
||||
{
|
||||
// Moving on flat ground and not enough speed
|
||||
_playerState.SendEvent("slide_canceled");
|
||||
@@ -1340,9 +1382,9 @@ public partial class PlayerController : CharacterBody3D
|
||||
GlobalPosition = new Vector3(GlobalPosition.X, position.Y, GlobalPosition.Z);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnSlideCanceled()
|
||||
{
|
||||
SetupStandingCollision();
|
||||
_targetSpeed = WalkSpeed;
|
||||
}
|
||||
public void HandleSlideCanceled(float delta)
|
||||
@@ -1352,9 +1394,10 @@ public partial class PlayerController : CharacterBody3D
|
||||
public void HandleGroundSlide(float delta)
|
||||
{
|
||||
SlideOnGround(delta);
|
||||
|
||||
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
||||
if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding())
|
||||
_playerState.SendEvent("start_falling");
|
||||
if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding()) _playerState.SendEvent("start_falling");
|
||||
if (CanStandUpFromSlide() && !_isSlideInputDown) _playerState.SendEvent("slide_released");
|
||||
}
|
||||
|
||||
public void GlideInAir(float delta)
|
||||
@@ -1386,13 +1429,14 @@ public partial class PlayerController : CharacterBody3D
|
||||
public void HandleAirGlide(float delta)
|
||||
{
|
||||
GlideInAir(delta);
|
||||
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
||||
|
||||
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
||||
if (isOnFloorCustom())
|
||||
_playerState.SendEvent("grounded");
|
||||
}
|
||||
public void SlideEnded()
|
||||
{
|
||||
SetupStandingCollision();
|
||||
_targetSpeed = WalkSpeed;
|
||||
}
|
||||
|
||||
@@ -1572,7 +1616,8 @@ public partial class PlayerController : CharacterBody3D
|
||||
}
|
||||
public void AimedDashTweenEnded()
|
||||
{
|
||||
_playerState.SendEvent("dash_finished");
|
||||
var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
|
||||
_playerState.SendEvent(dashEvent);
|
||||
}
|
||||
public void OnAimedDashFinished()
|
||||
{
|
||||
|
||||
@@ -1,221 +0,0 @@
|
||||
using Godot;
|
||||
using Movementtests.player_controller.Scripts;
|
||||
using RustyOptions;
|
||||
|
||||
namespace Movementtests.systems;
|
||||
|
||||
public partial class MoveSystem : Node3D
|
||||
{
|
||||
public enum JumpTypes
|
||||
{
|
||||
SimpleJump,
|
||||
DoubleJump,
|
||||
JumpFromDash,
|
||||
JumpFromWall
|
||||
}
|
||||
|
||||
public record MoveSystemParameters(
|
||||
CharacterBody3D Parent,
|
||||
Gravity Gravity,
|
||||
MantleSystem MantleSystem,
|
||||
TweenQueueSystem TweenQueueSystem,
|
||||
HeadSystem HeadSystem,
|
||||
CapsuleCollider CapsuleCollider);
|
||||
|
||||
public record MoveAroundParameters(
|
||||
double Delta,
|
||||
Vector3 MovementDirection,
|
||||
bool IsOnFloor,
|
||||
bool IsDead,
|
||||
bool IsHeadTouchingCeiling,
|
||||
bool isHanging,
|
||||
bool isWallHugging
|
||||
);
|
||||
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float WalkSpeed { get; set; } = 5.0f;
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float SprintSpeed { get; set; } = 7.2f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float CrouchSpeed { get; set; } = 2.5f;
|
||||
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
|
||||
|
||||
public float _currentSpeed;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float AccelerationSpeedFactorFloor = 5.0f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float DecelerationSpeedFactorFloor = 5.0f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float DecelerationSpeedFactorAir = 1.0f;
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float ApexHoldTime = 0.0f;
|
||||
private float _timeLeftAtApex = 0.0f;
|
||||
private bool _wasGoingUpLastFrame = false;
|
||||
|
||||
public float CrouchTransitionSpeed { get; set; } = 20.0f;
|
||||
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
|
||||
public float WallHugGravityReducingFactor { get; set; } = 0.1f;
|
||||
|
||||
|
||||
private Gravity _gravity;
|
||||
private CharacterBody3D _parent;
|
||||
private MantleSystem _mantleSystem;
|
||||
private TweenQueueSystem _tweenQueueSystem;
|
||||
private CapsuleCollider _capsuleCollider;
|
||||
private HeadSystem _headSystem;
|
||||
public void Init(MoveSystemParameters parameters)
|
||||
{
|
||||
_parent = parameters.Parent;
|
||||
_gravity = parameters.Gravity;
|
||||
_mantleSystem = parameters.MantleSystem;
|
||||
_tweenQueueSystem = parameters.TweenQueueSystem;
|
||||
_capsuleCollider = parameters.CapsuleCollider;
|
||||
_headSystem = parameters.HeadSystem;
|
||||
|
||||
_currentSpeed = WalkSpeed;
|
||||
}
|
||||
|
||||
private bool IsGoingUp()
|
||||
{
|
||||
return _parent.Velocity.Y > 0;
|
||||
}
|
||||
|
||||
public void MoveAround(MoveAroundParameters param)
|
||||
{
|
||||
var (delta, movementDirection, isOnFloor, isDead, isHeadTouchingCeiling, isHanging, isWallHugging) = param;
|
||||
|
||||
var doesCapsuleHaveCrouchingHeight = _capsuleCollider.IsCrouchingHeight();
|
||||
var doesCapsuleHaveDefaultHeight = _capsuleCollider.IsDefaultHeight();
|
||||
|
||||
if (IsGoingUp() || isOnFloor)
|
||||
{
|
||||
_wasGoingUpLastFrame = true;
|
||||
_timeLeftAtApex = ApexHoldTime;
|
||||
}
|
||||
|
||||
if (isHanging)
|
||||
{
|
||||
_parent.Velocity = Vector3.Zero;
|
||||
_parent.MoveAndSlide();
|
||||
return;
|
||||
}
|
||||
if (isWallHugging)
|
||||
{
|
||||
_parent.Velocity = new Vector3(
|
||||
x: _parent.Velocity.X,
|
||||
y: _parent.Velocity.Y - _gravity.CalculateGravityForce() * (float)delta * WallHugGravityReducingFactor,
|
||||
z: _parent.Velocity.Z);
|
||||
return;
|
||||
}
|
||||
|
||||
// Adding the gravity
|
||||
if (!isOnFloor)
|
||||
{
|
||||
if (!IsGoingUp() && _wasGoingUpLastFrame && _timeLeftAtApex > 0)
|
||||
{
|
||||
_parent.Velocity = new Vector3(
|
||||
x: _parent.Velocity.X,
|
||||
y: 0,
|
||||
z: _parent.Velocity.Z);
|
||||
_timeLeftAtApex -= (float) delta;
|
||||
}
|
||||
else
|
||||
{
|
||||
_parent.Velocity = new Vector3(
|
||||
x: _parent.Velocity.X,
|
||||
y: _parent.Velocity.Y - (_gravity.CalculateGravityForce() * (float)delta),
|
||||
z: _parent.Velocity.Z);
|
||||
}
|
||||
}
|
||||
|
||||
// The code below is required to quickly adjust player's position on Y-axis when there's a ceiling on the
|
||||
// trajectory of player's jump and player is standing
|
||||
if (isHeadTouchingCeiling && doesCapsuleHaveDefaultHeight)
|
||||
{
|
||||
_parent.Velocity = new Vector3(
|
||||
x: _parent.Velocity.X,
|
||||
y: _parent.Velocity.Y - 2.0f,
|
||||
z: _parent.Velocity.Z);
|
||||
}
|
||||
|
||||
if (!isDead)
|
||||
{
|
||||
|
||||
// Used both for detecting the moment when we enter into crouching mode and the moment when we're already
|
||||
// in the crouching mode
|
||||
if (Input.IsActionPressed("crouch") ||
|
||||
(doesCapsuleHaveCrouchingHeight && isHeadTouchingCeiling))
|
||||
{
|
||||
_capsuleCollider.Crouch((float)delta, CrouchTransitionSpeed);
|
||||
_currentSpeed = CrouchSpeed;
|
||||
}
|
||||
// Used both for the moment when we exit the crouching mode and for the moment when we just walk
|
||||
else
|
||||
{
|
||||
_capsuleCollider.UndoCrouching((float)delta, CrouchTransitionSpeed);
|
||||
_currentSpeed = WalkSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
// Each component of the boolean statement for sprinting is required
|
||||
if (Input.IsActionPressed("sprint") && !isHeadTouchingCeiling &&
|
||||
!doesCapsuleHaveCrouchingHeight && !isDead)
|
||||
{
|
||||
_currentSpeed = SprintSpeed;
|
||||
}
|
||||
|
||||
// Basis is a 3x4 matrix. It contains information about scaling and rotation of head.
|
||||
// By multiplying our Vector3 by this matrix we're doing multiple things:
|
||||
// a) We start to operate in global space;
|
||||
// b) We're applying to Vector3 the current rotation of "head" object;
|
||||
// c) We're applying to Vector3 the current scaling of "head" object;
|
||||
Vector3 direction = _headSystem.Transform.Basis * movementDirection;
|
||||
|
||||
if (isDead)
|
||||
{
|
||||
direction = Vector3.Zero;
|
||||
}
|
||||
|
||||
var accelerationFloorFactor = direction.Length() > 0 ? AccelerationSpeedFactorFloor : DecelerationSpeedFactorFloor;
|
||||
var accelerationFactor = isOnFloor ? accelerationFloorFactor : DecelerationSpeedFactorAir;
|
||||
|
||||
float xAcceleration = Mathf.Lerp(_parent.Velocity.X, direction.X * _currentSpeed,
|
||||
(float)delta * accelerationFactor);
|
||||
float zAcceleration = Mathf.Lerp(_parent.Velocity.Z, direction.Z * _currentSpeed,
|
||||
(float)delta * accelerationFactor);
|
||||
_parent.Velocity = new Vector3(xAcceleration, _parent.Velocity.Y, zAcceleration);
|
||||
|
||||
if (isDead)
|
||||
{
|
||||
_parent.MoveAndSlide();
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump(JumpTypes jumpType, Vector3? jumpDirection = null, float boost = 1.0f)
|
||||
{
|
||||
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
|
||||
var jumpForce = 0.0f;
|
||||
switch (jumpType)
|
||||
{
|
||||
case JumpTypes.DoubleJump:
|
||||
jumpForce = _gravity.CalculateDoubleJumpForce();
|
||||
break;
|
||||
case JumpTypes.SimpleJump:
|
||||
jumpForce = _gravity.CalculateJumpForce();
|
||||
break;
|
||||
case JumpTypes.JumpFromDash:
|
||||
jumpForce = _gravity.CalculateJumpFromDashForce();
|
||||
break;
|
||||
case JumpTypes.JumpFromWall:
|
||||
jumpForce = _gravity.CalculateJumpFromWallForce();
|
||||
break;
|
||||
default:
|
||||
jumpForce = _gravity.CalculateJumpForce();
|
||||
break;
|
||||
}
|
||||
|
||||
var currentHorizontalVelocity = new Vector3(_parent.Velocity.X, 0, _parent.Velocity.Z);
|
||||
var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
|
||||
_parent.Velocity = currentHorizontalVelocity + jumpVelocity;
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
uid://dyy5njw6pxoh4
|
||||
@@ -1,5 +0,0 @@
|
||||
[gd_resource type="Curve" format=3 uid="uid://buxwd3wd0nln5"]
|
||||
|
||||
[resource]
|
||||
_data = [Vector2(0, 0), 0.0, 3.01651, 0, 0, Vector2(0.996169, 1), 0.0, 0.0, 0, 0]
|
||||
point_count = 2
|
||||
Reference in New Issue
Block a user