fix: less bugs when dashing to planted weapon
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@ -265,7 +265,7 @@ delay_in_seconds = "0.0"
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[node name="OnDrop" type="Node" parent="StateChart/Root/Actions/Hanging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../WeaponInHand")
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event = &"drop"
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event = &"crouch"
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delay_in_seconds = "0.0"
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[node name="OnMantle" type="Node" parent="StateChart/Root/Actions/Hanging"]
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@ -384,9 +384,17 @@ public partial class PlayerController : CharacterBody3D
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else if (WeaponSystem.PlantedState.Active)
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{
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DashSystem.ShouldMantle = false;
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// Should we try to resolve with mantle?
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var dashLocation =
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DashSystem.ComputeDashLocationForPlayerShape(WeaponSystem.PlantLocation, WeaponSystem.PlantNormal);
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var dashLocation = WeaponSystem.PlantLocation;
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if (WeaponSystem.IsPlantedInWall())
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{
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dashLocation += WeaponSystem.PlantNormal * 0.5f; // Player radius
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}
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if (WeaponSystem.IsPlantedUnderPlatform())
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{
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dashLocation += Vector3.Down * 1f; // Player height
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}
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DashSystem.PlannedPlayerLocation = dashLocation;
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}
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_dashDirection = (DashSystem.PlannedPlayerLocation - GlobalPosition).Normalized();
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@ -402,7 +410,6 @@ public partial class PlayerController : CharacterBody3D
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return;
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}
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GD.Print(WeaponSystem.GlobalRotation);
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// Store the weapon state before resetting it
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var isPlantedOnWall = WeaponSystem.IsPlantedInWall();
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var isPlantedUnderPlatform = WeaponSystem.IsPlantedUnderPlatform();
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@ -68,29 +68,11 @@ public partial class DashSystem: Node3D
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var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
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var maxPushDownDistance = 0.9f;
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var correctionProportion = (float)Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
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var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
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var proportion = (float) Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
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PlannedPlayerLocation = locationAlongPath + CollisionNormal * maxPushDownDistance * proportion * correctionProportion;
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}
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public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null)
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{
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if (!normal.HasValue)
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return location;
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var castStartLocation = location + 2 * normal.Value;
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var castEndLocation = -2 * normal.Value;
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_playerCast3D.SetGlobalPosition(castStartLocation);
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_playerCast3D.SetTargetPosition(castEndLocation);
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if (!_playerCast3D.IsColliding())
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return castEndLocation;
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var fraction = _playerCast3D.GetClosestCollisionSafeFraction();
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var locationAlongPath = castEndLocation * fraction;
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return castStartLocation + locationAlongPath;
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}
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public void PrepareDash()
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{
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_dashTarget.SetVisible(false);
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@ -74,6 +74,7 @@ public partial class WeaponSystem : RigidBody3D
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Freeze = true;
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GlobalPosition = PlantLocation;
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LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
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GD.Print(GlobalRotation);
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}
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public void OnThrownWeaponReachesGround(Node other)
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