mantling after aimed dash with new mantle system
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@@ -20,10 +20,10 @@ public partial class DashSystem: Node3D
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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public MantleSystem MantleSystem { get; set; }
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _playerCast3D;
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private Camera3D _camera;
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private Vector3 _dashDirection = Vector3.Zero;
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@@ -31,7 +31,6 @@ public partial class DashSystem: Node3D
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private MeshInstance3D _dashDropIndicator;
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private MeshInstance3D _dashDropLocationIndicator;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private CpuParticles3D _dashIndicator;
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private AnimationPlayer _dashIndicatorAnim;
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@@ -47,9 +46,6 @@ public partial class DashSystem: Node3D
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public delegate void DashProgressEventHandler(float progress);
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private Vector3 _globalDashPosition = Vector3.Zero;
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private float _playerHeight;
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private float _playerRadius;
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public float DashCastRadius { get; set; }
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@@ -65,16 +61,11 @@ public partial class DashSystem: Node3D
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_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
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_dashDropLocationIndicator.Visible = false;
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_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
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var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape!.Radius;
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_head = head;
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_camera = camera;
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_mantleSystem = GetNode<MantleSystem>("MantleSystem");
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_mantleSystem.Init();
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MantleSystem = GetNode<MantleSystem>("MantleSystem");
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MantleSystem.Init();
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_dashTarget = GetNode<MeshInstance3D>("DashTarget");
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_dashTarget.SetVisible(false);
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@@ -109,14 +100,15 @@ public partial class DashSystem: Node3D
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
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ShouldMantle = false;
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var mantleLocation = Vector3.Zero;
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if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
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{
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var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedLocation, CollisionNormal);
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ShouldMantle = mantleResult.IsSome(out mantleLocation);
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}
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PlannedMantleLocation = mantleLocation;
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// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
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// Then query it being careful when dashing underneath a platform and such
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MantleSystem.SetGlobalPosition(PlannedLocation);
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MantleSystem.SetRotation(new Vector3(
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MantleSystem.Rotation.X,
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_head.Rotation.Y,
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MantleSystem.Rotation.Z));
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MantleSystem.ProcessMantle(false);
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ShouldMantle = MantleSystem.IsMantlePossible;
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// Setup dash target
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var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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@@ -124,7 +116,7 @@ public partial class DashSystem: Node3D
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
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_dashTarget.SetVisible(true);
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var targetLocation = ShouldMantle ? PlannedMantleLocation : PlannedLocation;
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var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
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_dashTarget.SetGlobalPosition(targetLocation);
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var shouldShowDropIndicator = !HasHit && !ShouldMantle;
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@@ -160,6 +152,5 @@ public partial class DashSystem: Node3D
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public void StartPreparingDash()
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{
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_dashTarget.SetVisible(true);
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}
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}
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