mantling after aimed dash with new mantle system

This commit is contained in:
2025-12-21 16:44:35 +01:00
parent e0fc301414
commit cf52af4237
4 changed files with 46 additions and 92 deletions

View File

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