gd: added bonus jump height if jumping right after dash, and time scale on aiming in air

This commit is contained in:
2025-06-10 20:24:35 +02:00
parent c50f248c9d
commit cb4c16a3ca
4 changed files with 50 additions and 7 deletions

View File

@ -42,6 +42,12 @@ public partial class PlayerController : CharacterBody3D
private bool _dashCanceled;
private Timer _coyoteTimer;
private Timer _timeScaleAimInAirTimer;
private Timer _timeAfterDashingTimer;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float TimeScaleAimInAir { get; set; } = 0.2f;
[Export(PropertyHint.Range, "1,5,0.1,or_greater")]
public float MaxJumpBoostAfterDashing { get; set; } = 2f;
private StateChart _playerState;
// Actions state
@ -130,6 +136,8 @@ public partial class PlayerController : CharacterBody3D
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
// State timers
_coyoteTimer = GetNode<Timer>("CoyoteTime");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
_timeAfterDashingTimer = GetNode<Timer>("TimeAfterDashing");
///////////////////////////
// Initialize components //
@ -178,6 +186,8 @@ public partial class PlayerController : CharacterBody3D
_weaponInHand.StateProcessing += HandleWeaponInHand;
_aiming.StateProcessing += HandleAiming;
_aiming.StateEntered += OnAimingEntered;
_aiming.StateExited += ResetTimeScale;
_grounded.StatePhysicsProcessing += HandleGrounded;
_airborne.StatePhysicsProcessing += HandleAirborne;
@ -185,6 +195,7 @@ public partial class PlayerController : CharacterBody3D
_coyoteEnabled.StateEntered += StartCoyoteTime;
_coyoteTimer.Timeout += CoyoteExpired;
_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
_jump.StateEntered += Jump;
_jumpFromWall.StateEntered += JumpFromWall;
_doubleJump.StateEntered += DoubleJump;
@ -277,10 +288,14 @@ public partial class PlayerController : CharacterBody3D
{
var effectiveJumpDirection = jumpDirection ?? Vector3.Up;
var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
var actualBoost = 1 + MaxJumpBoostAfterDashing * _timeAfterDashingTimer.TimeLeft;
_timeAfterDashingTimer.Stop();
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
bool isPlayerDead = HealthSystem.IsDead();
if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
MoveSystem.Jump(isDoubleJump, jumpVector);
MoveSystem.Jump(isDoubleJump, jumpVector, (float) actualBoost);
}
// Mantling
@ -298,6 +313,7 @@ public partial class PlayerController : CharacterBody3D
// Dashing and weapon throwing
public void OnDashStarted()
{
_timeAfterDashingTimer.Start();
if (WeaponSystem.FlyingState.Active)
{
DashSystem.DashResolve = new DashResolveRecord(false, WeaponSystem.GlobalPosition, Vector3.Zero);
@ -359,6 +375,11 @@ public partial class PlayerController : CharacterBody3D
DashSystem.CancelDash();
WeaponSystem.ThrowWeapon(location, hasHit, collisionPoint, collisionNormal);
}
public void OnAimingEntered()
{
if (!isOnFloorCustom())
ReduceTimeScaleWhileAiming();
}
// Regular processes
public void HandleWeaponInHand(float delta)
@ -369,6 +390,9 @@ public partial class PlayerController : CharacterBody3D
{
RotateWeaponWithPlayer();
DashSystem.PrepareDash();
if (isOnFloorCustom())
ResetTimeScale();
}
// Physics processes
@ -384,7 +408,6 @@ public partial class PlayerController : CharacterBody3D
if (WallHugSystem.IsWallHugging() && Velocity.Y < 0)
_playerState.SendEvent("wall_hug");
}
public void HandleWallHugging(float delta)
{
if (!WallHugSystem.IsWallHugging())
@ -494,6 +517,16 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
// Helpers ////////////////
///////////////////////////
public void ReduceTimeScaleWhileAiming()
{
Engine.SetTimeScale(TimeScaleAimInAir);
_timeScaleAimInAirTimer.Start();
}
public void ResetTimeScale()
{
Engine.SetTimeScale(1);
}
private bool IsHeadTouchingCeiling()
{
for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; i++)