ground sliding under stuff
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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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var playerShape = CapsuleCollider.GetShape() as CapsuleShape3D;
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var playerShape = StandingCollider.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape.Radius;
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@@ -598,9 +602,9 @@ public partial class PlayerController : CharacterBody3D
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StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
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{
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IsOnFloorCustom = isOnFloorCustom(),
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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IsCapsuleHeightLessThanNormal = false,
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CurrentSpeedGreaterThanWalkSpeed = false,
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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IsCrouchingHeight = false,
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Delta = delta,
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FloorMaxAngle = FloorMaxAngle,
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GlobalPositionFromDriver = GlobalPosition,
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@@ -621,10 +625,10 @@ public partial class PlayerController : CharacterBody3D
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StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
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{
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IsOnFloor = IsOnFloor(),
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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IsCrouchingHeight = false,
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LastFrameWasOnFloor = _lastFrameWasOnFloor,
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CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
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CurrentCapsuleHeight = CapsuleCollider.GetCurrentHeight(),
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CapsuleDefaultHeight = _playerHeight,
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CurrentCapsuleHeight = _playerHeight,
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FloorMaxAngle = FloorMaxAngle,
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VelocityY = Velocity.Y,
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GlobalTransformFromDriver = GlobalTransform,
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@@ -642,9 +646,9 @@ public partial class PlayerController : CharacterBody3D
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StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
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{
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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IsCapsuleHeightLessThanNormal = false,
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CurrentSpeedGreaterThanWalkSpeed = false,
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BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
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BetweenCrouchingAndNormalHeight = false,
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Delta = delta
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};
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StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
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@@ -812,7 +816,7 @@ public partial class PlayerController : CharacterBody3D
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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{
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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IsCrouchingHeight = false,
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Delta = delta,
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SprintSpeed = WalkSpeed,
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Velocity = Velocity,
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@@ -943,7 +947,8 @@ public partial class PlayerController : CharacterBody3D
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if (!_canDash)
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{
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_playerState.SendEvent("dash_finished");
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var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
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_playerState.SendEvent(dashEvent);
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return;
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}
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_canDash = false;
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@@ -961,7 +966,8 @@ public partial class PlayerController : CharacterBody3D
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public void SimpleDashFinished()
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{
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_playerState.SendEvent("dash_finished");
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var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
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_playerState.SendEvent(dashEvent);
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}
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///////////////////////////
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@@ -1256,13 +1262,18 @@ public partial class PlayerController : CharacterBody3D
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///////////////////////////
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// Slide management //
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///////////////////////////
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private bool _isSlideInputDown = false;
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public void OnInputSlideStarted()
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{
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_isSlideInputDown = true;
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_playerState.SendEvent("slide");
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}
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public void OnInputSlideEnded()
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{
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_playerState.SendEvent("slide_released");
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_isSlideInputDown = false;
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if (_airGliding.Active || CanStandUpFromSlide())
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_playerState.SendEvent("slide_released");
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}
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public record SlopeRecord(
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@@ -1288,19 +1299,49 @@ public partial class PlayerController : CharacterBody3D
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var direction = normal.Cross(vectorInPlane).Normalized();
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return new SlopeRecord(position, normal, direction, angle);
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}
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public void SetupSlideCollision()
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{
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StandingCollider.Disabled = true;
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SlideCollider.Disabled = false;
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CeilingDetector.Enabled = true;
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}
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public void SetupStandingCollision()
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{
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StandingCollider.Disabled = false;
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SlideCollider.Disabled = true;
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CeilingDetector.Enabled = false;
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}
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public void SlideStarted()
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{
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_targetSpeed = Velocity.Length();
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SetupSlideCollision();
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}
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public bool CanStandUpFromSlide()
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{
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return !CeilingDetector.IsColliding();
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}
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public bool CanCancelSlide()
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{
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return DirectGroundDetector.IsColliding()
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&& Velocity.Length() < WalkSpeed / 2f
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&& CanStandUpFromSlide();
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}
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public void SlideOnGround(float delta)
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{
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// Store current velocity
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var currentVelocity = Velocity.Length();
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var finalSpeed = currentVelocity * FlatGroundSlideSpeedLossRate;
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// We prevent automatically losing speed when sliding under something
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var speedLossRate = CanStandUpFromSlide() ? FlatGroundSlideSpeedLossRate : 1.0f;
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// We force a minimum of speed when sliding under something
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var minimumVelocity = CanStandUpFromSlide() ? 0f : WalkSpeed;
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var finalSpeed = Mathf.Max(currentVelocity * speedLossRate, minimumVelocity);
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// Going down slope?
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var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope();
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// Going down a slope?
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var (position, _, slopeDirection, slopeAngleRadians) = GetSlope();
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// Change velocity based on Input
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var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
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@@ -1324,9 +1365,10 @@ public partial class PlayerController : CharacterBody3D
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// redirectedVelocity = new Vector3(redirectedVelocity.X, redirectedVVelocity, redirectedVelocity.Z);
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// Moving upslope and not enough speed
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if (velocitySlopeAlignment < 0 && DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f) _playerState.SendEvent("slide_canceled");
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if (velocitySlopeAlignment < 0 && CanCancelSlide())
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_playerState.SendEvent("slide_canceled");
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}
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else if (DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f)
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else if (CanCancelSlide())
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{
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// Moving on flat ground and not enough speed
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_playerState.SendEvent("slide_canceled");
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@@ -1340,9 +1382,9 @@ public partial class PlayerController : CharacterBody3D
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GlobalPosition = new Vector3(GlobalPosition.X, position.Y, GlobalPosition.Z);
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}
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}
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public void OnSlideCanceled()
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{
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SetupStandingCollision();
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_targetSpeed = WalkSpeed;
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}
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public void HandleSlideCanceled(float delta)
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@@ -1352,9 +1394,10 @@ public partial class PlayerController : CharacterBody3D
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public void HandleGroundSlide(float delta)
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{
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SlideOnGround(delta);
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if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
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if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding())
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_playerState.SendEvent("start_falling");
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if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding()) _playerState.SendEvent("start_falling");
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if (CanStandUpFromSlide() && !_isSlideInputDown) _playerState.SendEvent("slide_released");
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}
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public void GlideInAir(float delta)
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@@ -1386,13 +1429,14 @@ public partial class PlayerController : CharacterBody3D
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public void HandleAirGlide(float delta)
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{
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GlideInAir(delta);
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if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
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if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
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if (isOnFloorCustom())
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_playerState.SendEvent("grounded");
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}
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public void SlideEnded()
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{
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SetupStandingCollision();
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_targetSpeed = WalkSpeed;
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}
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@@ -1572,7 +1616,8 @@ public partial class PlayerController : CharacterBody3D
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}
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public void AimedDashTweenEnded()
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{
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_playerState.SendEvent("dash_finished");
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var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
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_playerState.SendEvent(dashEvent);
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}
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public void OnAimedDashFinished()
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{
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