gd: weapon throws orients and throws itself correctly

This commit is contained in:
2025-06-07 09:11:51 +02:00
parent c2a8b939e8
commit cebf7a1f0b
7 changed files with 55 additions and 24 deletions

View File

@ -125,6 +125,7 @@ offset_left = 840.0
offset_top = 1.0 offset_top = 1.0
offset_right = -2.0 offset_right = -2.0
offset_bottom = 1.0 offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart") initial_node_to_watch = NodePath("../StateChart")
[node name="StateChart" type="Node" parent="."] [node name="StateChart" type="Node" parent="."]
@ -186,7 +187,8 @@ delay_in_seconds = "0.0"
[node name="WeaponRoot" type="Node3D" parent="."] [node name="WeaponRoot" type="Node3D" parent="."]
[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")] [node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
transform = Transform3D(1, 0, 0, 0, 0.984902, 0.173115, 0, -0.173115, 0.984902, 0.45268, 1.44035, -0.692528) transform = Transform3D(1, 0, 0, 0, 0.173648, -0.984808, 0, 0.984808, 0.173648, 0.45268, 1.44035, -0.692528)
ThrowForce = 25.0
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"] [connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"] [connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]

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@ -1,3 +1,4 @@
using System;
using Godot; using Godot;
using GodotStateCharts; using GodotStateCharts;
using Movementtests.systems; using Movementtests.systems;
@ -152,11 +153,28 @@ public partial class PlayerController : CharacterBody3D
public void OnWeaponThrown() public void OnWeaponThrown()
{ {
RemoveChild(WeaponRoot);
GetTree().GetRoot().AddChild(WeaponRoot);
WeaponRoot.SetGlobalPosition(GlobalPosition);
var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation; var (hasHit, location, collisionPoint, collisionNormal) = DashSystem.DashComputation;
var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve; var (endWithMantle, dashLocation, mantleLocation) = DashSystem.DashResolve;
WeaponSystem.ThrowWeapon(Position, dashLocation, hasHit, collisionPoint, collisionNormal);
DashSystem.CancelDash(); DashSystem.CancelDash();
// RemoveChild(WeaponSystem); WeaponSystem.ThrowWeapon(location, hasHit, collisionPoint, collisionNormal);
}
public void OnDashEnded()
{
// Generates an error when dashing normally
// This should solve itself when we handle weapon thrown dashes and regular dashes through different states
GetTree().GetRoot().RemoveChild(WeaponRoot);
AddChild(WeaponRoot);
WeaponRoot.SetGlobalPosition(GlobalPosition);
WeaponSystem.ResetWeapon();
_playerState.SendEvent("dash_ended");
} }
public void OnInputMove(Vector3 value) public void OnInputMove(Vector3 value)
@ -192,13 +210,6 @@ public partial class PlayerController : CharacterBody3D
{ {
_playerState.SendEvent("hit_pressed"); _playerState.SendEvent("hit_pressed");
} }
public void OnDashEnded()
{
_playerState.SendEvent("dash_ended");
// AddChild(WeaponSystem);
WeaponSystem.ResetWeapon();
}
public void OnInputJumpPressed() public void OnInputJumpPressed()
{ {
@ -211,13 +222,13 @@ public partial class PlayerController : CharacterBody3D
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
WeaponRoot.SetRotation(HeadSystem.Rotation);
var isPlayerDead = HealthSystem.IsDead(); var isPlayerDead = HealthSystem.IsDead();
var isHeadTouchingCeiling = IsHeadTouchingCeiling(); var isHeadTouchingCeiling = IsHeadTouchingCeiling();
TweenQueueSystem.ProcessTweens(); TweenQueueSystem.ProcessTweens();
if (_weaponInHand.Active || _aiming.Active)
WeaponRoot.SetRotation(HeadSystem.Rotation);
if (_aiming.Active) if (_aiming.Active)
DashSystem.PrepareDash(); DashSystem.PrepareDash();

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@ -75,7 +75,9 @@ public partial class DashSystem: Node3D
shouldMantle = mantleResult.IsSome(out mantleLocation); shouldMantle = mantleResult.IsSome(out mantleLocation);
} }
var targetColor = shouldMantle ? new Color(0.2f, 0.2f, 1f) : new Color(1f, 1f, 1f); var targetColor = hasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
targetColor = shouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0); var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor); targetMaterial.SetAlbedo(targetColor);
_dashTarget.SetVisible(true); _dashTarget.SetVisible(true);
@ -106,4 +108,14 @@ public partial class DashSystem: Node3D
_tweenQueueSystem.QueueTween(DashResolve.MantleLocation, 0.2f); _tweenQueueSystem.QueueTween(DashResolve.MantleLocation, 0.2f);
} }
} }
public void DashToThrownWeapon()
{
}
public void DashToPlantedWeapon()
{
}
} }

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@ -4,6 +4,7 @@
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="2_pff7b"] [ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="2_pff7b"]
[sub_resource type="SphereShape3D" id="SphereShape3D_qu4wy"] [sub_resource type="SphereShape3D" id="SphereShape3D_qu4wy"]
radius = 0.1
[sub_resource type="SphereMesh" id="SphereMesh_qu4wy"] [sub_resource type="SphereMesh" id="SphereMesh_qu4wy"]
@ -15,7 +16,7 @@ script = ExtResource("1_hwig2")
[node name="DashCast3D" type="ShapeCast3D" parent="."] [node name="DashCast3D" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.68, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.68, 0)
shape = SubResource("SphereShape3D_qu4wy") shape = SubResource("SphereShape3D_qu4wy")
target_position = Vector3(0, 0, -20) target_position = Vector3(0, 0, -12)
max_results = 1 max_results = 1
collision_mask = 2 collision_mask = 2
debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1) debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)

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@ -22,7 +22,7 @@ debug_shape_custom_color = Color(1, 0, 0, 1)
[node name="WallInFrontCast3D" type="ShapeCast3D" parent="."] [node name="WallInFrontCast3D" type="ShapeCast3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_qu4wy") shape = SubResource("CapsuleShape3D_qu4wy")
target_position = Vector3(0, 0, -2) target_position = Vector3(0, 0, -1.5)
max_results = 1 max_results = 1
collision_mask = 2 collision_mask = 2
debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1) debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)

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@ -4,6 +4,11 @@ namespace Movementtests.systems;
public partial class WeaponSystem : RigidBody3D public partial class WeaponSystem : RigidBody3D
{ {
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float ThrowForce { get; set; } = 1f;
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f;
private Node3D _head; private Node3D _head;
private ShapeCast3D _dashCast3D; private ShapeCast3D _dashCast3D;
private Camera3D _camera; private Camera3D _camera;
@ -27,15 +32,14 @@ public partial class WeaponSystem : RigidBody3D
Freeze = true; Freeze = true;
} }
public void ThrowWeapon(Vector3 start, Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal) public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
{ {
_throwDirection = (end - start).Normalized(); _throwDirection = (end - GlobalPosition).Normalized();
_plantLocation = collisionLocation; _plantLocation = collisionLocation;
_plantNormal = collisionNormal; _plantNormal = collisionNormal;
LookAt(GlobalTransform.Origin + _throwDirection); LookAt(end);
RotateX(-Mathf.Pi / 2);
var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, 1f)); var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, StraightThrowDuration));
if (hasHit) if (hasHit)
tween.Finished += PlantWeaponInWall; tween.Finished += PlantWeaponInWall;
else else
@ -45,12 +49,13 @@ public partial class WeaponSystem : RigidBody3D
public void ThrowWeaponOnCurve() public void ThrowWeaponOnCurve()
{ {
Freeze = false; Freeze = false;
ApplyImpulse(_throwDirection * ThrowForce);
} }
public void PlantWeaponInWall() public void PlantWeaponInWall()
{ {
Position = _plantLocation; GlobalPosition = _plantLocation;
LookAt(_plantLocation + _plantNormal, Vector3.Up); LookAt(GlobalTransform.Origin + _plantNormal, Vector3.Up, true);
} }
public void ResetWeapon() public void ResetWeapon()

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@ -13,14 +13,14 @@ bottom_radius = 0.05
height = 1.0 height = 1.0
[node name="Weapon" type="RigidBody3D"] [node name="Weapon" type="RigidBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
script = ExtResource("1_csqwk") script = ExtResource("1_csqwk")
[node name="TweenQueueSystem" parent="." instance=ExtResource("2_x1nha")] [node name="TweenQueueSystem" parent="." instance=ExtResource("2_x1nha")]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource("CylinderShape3D_avini") shape = SubResource("CylinderShape3D_avini")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."] [node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
mesh = SubResource("CylinderMesh_x1nha") mesh = SubResource("CylinderMesh_x1nha")