fix: less bugs when dashing to planted weapon

This commit is contained in:
2025-06-23 17:10:42 +02:00
parent 4f5ca49c76
commit cf98e6c36c
4 changed files with 14 additions and 24 deletions

View File

@ -68,29 +68,11 @@ public partial class DashSystem: Node3D
var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
var maxPushDownDistance = 0.9f;
var correctionProportion = (float)Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
var proportion = (float) Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
PlannedPlayerLocation = locationAlongPath + CollisionNormal * maxPushDownDistance * proportion * correctionProportion;
}
public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null)
{
if (!normal.HasValue)
return location;
var castStartLocation = location + 2 * normal.Value;
var castEndLocation = -2 * normal.Value;
_playerCast3D.SetGlobalPosition(castStartLocation);
_playerCast3D.SetTargetPosition(castEndLocation);
if (!_playerCast3D.IsColliding())
return castEndLocation;
var fraction = _playerCast3D.GetClosestCollisionSafeFraction();
var locationAlongPath = castEndLocation * fraction;
return castStartLocation + locationAlongPath;
}
public void PrepareDash()
{
_dashTarget.SetVisible(false);