added fixed dash targets and can dash towards enemies to hit them, get a knockback or dash through if killed
This commit is contained in:
@@ -1,9 +1,12 @@
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[gd_scene load_steps=58 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=64 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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[ext_resource type="Script" uid="uid://jitubgv6judn" path="res://components/damage/RDamage.cs" id="2_x835q"]
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[ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://components/knockback/RKnockback.cs" id="3_cb2lu"]
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[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="3_cresl"]
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[ext_resource type="PackedScene" uid="uid://c4ikbhojckpnc" path="res://components/health/CHealth.tscn" id="3_q7bng"]
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[ext_resource type="Script" uid="uid://baiapod3csndf" path="res://components/health/RHealth.cs" id="4_abfq8"]
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[ext_resource type="Resource" uid="uid://bjyd801wvverk" path="res://player_controller/resources/player_health.tres" id="4_m8gvy"]
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[ext_resource type="Resource" uid="uid://cpdaw41ah5gic" path="res://systems/inputs/base_mode/rotate_y.tres" id="4_rxwoh"]
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[ext_resource type="Resource" uid="uid://ccrb5xsnphc8" path="res://systems/inputs/base_mode/rotate_floorplane.tres" id="5_4u7i3"]
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@@ -49,6 +52,21 @@
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[ext_resource type="Script" uid="uid://b4dwolbvt8our" path="res://addons/godot_state_charts/history_state.gd" id="41_ruloh"]
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[ext_resource type="Texture2D" uid="uid://buu21kg4kkhiw" path="res://guide_examples/shared/fireball/fireball.svg" id="42_cmijs"]
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[sub_resource type="Resource" id="Resource_cb2lu"]
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script = ExtResource("2_x835q")
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DamageDealt = 3.0
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metadata/_custom_type_script = "uid://jitubgv6judn"
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[sub_resource type="Resource" id="Resource_abfq8"]
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script = ExtResource("3_cb2lu")
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Modifier = 10.0
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metadata/_custom_type_script = "uid://b44cse62qru7j"
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[sub_resource type="Resource" id="Resource_ue7xq"]
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script = ExtResource("4_abfq8")
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StartingHealth = 10.0
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metadata/_custom_type_script = "uid://baiapod3csndf"
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_xc2g5"]
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height = 1.7
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@@ -58,9 +76,6 @@ radius = 0.45
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[sub_resource type="SphereShape3D" id="SphereShape3D_q14ux"]
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radius = 1.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_cmijs"]
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radius = 1.0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nodcl"]
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transparency = 1
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albedo_color = Color(0, 0.627451, 0.6313726, 0.49019608)
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@@ -71,6 +86,9 @@ top_radius = 0.2
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bottom_radius = 0.2
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height = 1.0
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[sub_resource type="SphereShape3D" id="SphereShape3D_cmijs"]
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radius = 1.0
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_6lejt"]
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radius = 1.0
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height = 3.5
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@@ -84,6 +102,9 @@ blend_mode = 1
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[node name="Player" type="CharacterBody3D"]
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collision_mask = 272
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script = ExtResource("1_poq2x")
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RDamage = SubResource("Resource_cb2lu")
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RKnockback = SubResource("Resource_abfq8")
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RHealth = SubResource("Resource_ue7xq")
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WalkSpeed = 7.5
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AccelerationFloor = 4.0
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DecelerationFloor = 3.0
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@@ -206,13 +227,6 @@ monitorable = false
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -1.5)
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shape = SubResource("SphereShape3D_q14ux")
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[node name="CloseEnemyDetector" type="ShapeCast3D" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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shape = SubResource("SphereShape3D_cmijs")
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target_position = Vector3(0, 0, -5)
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collision_mask = 16
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[node name="StairsSystem" type="Node3D" parent="."]
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script = ExtResource("7_bmt5a")
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@@ -307,6 +321,13 @@ visible = false
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, -1)
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mesh = SubResource("CylinderMesh_nodcl")
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[node name="CloseEnemyDetector" type="ShapeCast3D" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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shape = SubResource("SphereShape3D_cmijs")
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target_position = Vector3(0, 0, -5)
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collision_mask = 48
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[node name="GroundDetector" type="ShapeCast3D" parent="."]
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shape = SubResource("CapsuleShape3D_6lejt")
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collision_mask = 256
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@@ -446,7 +467,7 @@ layout_mode = 2
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[node name="EnemyTarget" type="TextureRect" parent="UI"]
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unique_name_in_owner = true
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modulate = Color(0.9882353, 0, 0.10980392, 1)
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modulate = Color(0, 0.61278194, 0.56044877, 1)
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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@@ -537,6 +558,49 @@ to = NodePath("../../AtLeastOneCharge")
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event = &"power_used"
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delay_in_seconds = "0.0"
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[node name="Attack" type="Node" parent="StateChart/Root"]
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script = ExtResource("26_infe6")
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initial_state = NodePath("Ready")
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[node name="Ready" type="Node" parent="StateChart/Root/Attack"]
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script = ExtResource("27_34snm")
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[node name="ToStandardAttack" type="Node" parent="StateChart/Root/Attack/Ready"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../StandardAttack")
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event = &"standard_attack"
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delay_in_seconds = "0.0"
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[node name="ToDashAttack" type="Node" parent="StateChart/Root/Attack/Ready"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../DashAttack")
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event = &"dash_attack"
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delay_in_seconds = "0.0"
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[node name="StandardAttack" type="Node" parent="StateChart/Root/Attack"]
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script = ExtResource("27_34snm")
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[node name="ToReady" type="Node" parent="StateChart/Root/Attack/StandardAttack"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Ready")
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event = &"attack_finished"
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delay_in_seconds = "0.0"
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[node name="ToDashAttack" type="Node" parent="StateChart/Root/Attack/StandardAttack"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../DashAttack")
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event = &"dash_attack"
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delay_in_seconds = "0.0"
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[node name="DashAttack" type="Node" parent="StateChart/Root/Attack"]
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script = ExtResource("27_34snm")
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[node name="ToReady" type="Node" parent="StateChart/Root/Attack/DashAttack"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Ready")
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event = &"attack_finished"
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delay_in_seconds = "0.0"
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[node name="Movement" type="Node" parent="StateChart/Root"]
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script = ExtResource("26_infe6")
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initial_state = NodePath("Grounded")
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@@ -11,10 +11,18 @@ public partial class PlayerUi : Control
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NoTarget,
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TargetTooFar,
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TargetInRange,
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TargetDashThrough
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}
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public record TargetProperties(TargetState State, Vector2 Position);
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[Export]
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public Color DashThroughColor { get; set; } = new Color("009c8f");
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[Export]
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public Color DashBlockedColor { get; set; } = new Color("fc001c");
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[Export]
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public Color DashOutOfRangeColor { get; set; } = new Color("ffffff");
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public override void _Ready()
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{
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_dashIcons[0] = GetNode<TextureRect>("%Dash1");
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@@ -29,7 +37,14 @@ public partial class PlayerUi : Control
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var (state, position) = targetProperties;
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var visible = state != TargetState.NoTarget;
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var modulation = state == TargetState.TargetInRange ? new Color("ffffff") : new Color("fc001c");
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var modulation = state switch
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{
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TargetState.TargetTooFar => DashOutOfRangeColor,
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TargetState.TargetInRange => DashBlockedColor,
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TargetState.TargetDashThrough => DashThroughColor,
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_ => DashOutOfRangeColor
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};
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_enemyTarget.SetVisible(visible);
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_enemyTarget.SetPosition(position - _enemyTarget.Size / 2);
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_enemyTarget.SetModulate(modulation);
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@@ -7,6 +7,7 @@ using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using Movementtests.systems.damage;
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using RustyOptions;
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public partial class PlayerController : CharacterBody3D,
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@@ -323,6 +324,11 @@ public partial class PlayerController : CharacterBody3D,
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private StateChartState _onWallHanging;
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private StateChartState _onWallRunning;
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private StateChartState _attack;
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private StateChartState _attackReady;
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private StateChartState _attackStandard;
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private StateChartState _attackDash;
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private Transition _onDashEnded;
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private Transition _onJumpFromWall;
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@@ -340,7 +346,6 @@ public partial class PlayerController : CharacterBody3D,
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public float CurrentHealth { get; set; }
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private bool _isInvincible;
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private bool _canAttack = true;
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private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
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private ShapeCast3D _closeEnemyDetector;
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@@ -464,6 +469,12 @@ public partial class PlayerController : CharacterBody3D,
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_onLeaveWallFromRun = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnLeaveWall"));
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_onAirborneToGrounded = Transition.Of(GetNode("StateChart/Root/Movement/Airborne/OnGrounded"));
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// Attack states
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_attack = StateChartState.Of(GetNode("StateChart/Root/Attack"));
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_attackReady = StateChartState.Of(GetNode("StateChart/Root/Attack/Ready"));
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_attackStandard = StateChartState.Of(GetNode("StateChart/Root/Attack/StandardAttack"));
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_attackDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashAttack"));
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// State timers
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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@@ -570,7 +581,11 @@ public partial class PlayerController : CharacterBody3D,
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_onJumpFromWall.Taken += OnJumpFromWall;
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_onJumpFromWallFalling.Taken += OnJumpFromWall;
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_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
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_onAirborneToGrounded.Taken += OnAirborneToGrounded;
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_onAirborneToGrounded.Taken += OnAirborneToGrounded;
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// Attack states
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_attackStandard.StateEntered += OnStandardAttackStarted;
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_attackDash.StateEntered += OnDashAttackStarted;
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}
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///////////////////////////
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@@ -1705,9 +1720,13 @@ public partial class PlayerController : CharacterBody3D,
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}
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public void OnAimedDashFinished()
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{
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
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if (_customMantle)
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{
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_playerState.SendEvent("mantle");
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return;
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}
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
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Velocity = _dashDirection * postDashVelocity;
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if (_customMantle) _playerState.SendEvent("mantle");
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}
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// Weapon dashing
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@@ -1823,8 +1842,18 @@ public partial class PlayerController : CharacterBody3D,
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DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
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}
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}
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///////////////////////////
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// Hit Management ///////
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///////////////////////////
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private bool _isEnemyInDashAttackRange;
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private Vector3 _targetHitLocation;
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private Vector3 _targetLocation;
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private Object _targetObject;
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public void HandleEnemyTargeting()
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{
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_isEnemyInDashAttackRange = false;
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_closeEnemyDetector.SetRotation(HeadSystem.GetGlobalLookRotation());
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var enemyTargetState = PlayerUi.TargetState.NoTarget;
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@@ -1834,24 +1863,35 @@ public partial class PlayerController : CharacterBody3D,
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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return;
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}
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var collidedObject = _closeEnemyDetector.GetCollider(0);
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if (collidedObject is not ITargetable target)
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_targetHitLocation = _closeEnemyDetector.GetCollisionPoint(0);
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_targetObject = _closeEnemyDetector.GetCollider(0);
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if (_targetObject is not ITargetable target)
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{
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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return;
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}
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var targetPos = target.GetTargetGlobalPosition();
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var targetDistance = targetPos.DistanceTo(GlobalPosition);
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enemyTargetState = targetDistance > TargetInRangeDistance ? PlayerUi.TargetState.TargetInRange : PlayerUi.TargetState.TargetTooFar;
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positionOnScreen = _camera.UnprojectPosition(targetPos);
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_targetLocation = target.GetTargetGlobalPosition();
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var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
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positionOnScreen = _camera.UnprojectPosition(_targetLocation);
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_isEnemyInDashAttackRange = targetDistance < TargetInRangeDistance;
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if (_isEnemyInDashAttackRange)
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{
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enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
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if (_targetObject is IDamageable damageable && _targetObject is IHealthable healthable)
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{
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var wouldBeDamage = damageable.ComputeDamage(new DamageRecord(this, RDamage));
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if (wouldBeDamage.Damage.DamageDealt < healthable.CurrentHealth)
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enemyTargetState = PlayerUi.TargetState.TargetInRange;
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}
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}
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else enemyTargetState = PlayerUi.TargetState.TargetTooFar;
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PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
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}
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///////////////////////////
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// Hit Management ///////
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///////////////////////////
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public DamageRecord TakeDamage(DamageRecord damageRecord)
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{
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if (_isInvincible)
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@@ -1868,11 +1908,71 @@ public partial class PlayerController : CharacterBody3D,
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return finalDamage;
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}
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public DamageRecord ComputeDamage(DamageRecord damageRecord)
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{
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return CDamageable.ComputeDamage(damageRecord);
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}
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public void OnHitInvincibility()
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||||
{
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_isInvincible = true;
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_invincibilityTimer.Start();
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}
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public void OnStandardAttackStarted()
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||||
{
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_attackCooldown.Start();
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||||
HeadSystem.OnHit();
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||||
_audioStream!.SwitchToClipByName("attacks");
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||||
}
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||||
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public void OnDashAttackStarted()
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||||
{
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||||
_audioStream!.SwitchToClipByName("attacks");
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_isInvincible = true;
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||||
|
||||
var actualDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
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||||
var travel = actualDashLocation - GlobalPosition;
|
||||
_preDashVelocity = Velocity;
|
||||
_dashDirection = travel.Normalized();
|
||||
var dashTween = CreatePositionTween(actualDashLocation, AimedDashTime);
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||||
dashTween.Finished += OnDashAttackEnded;
|
||||
}
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||||
|
||||
public void OnDashAttackEnded()
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||||
{
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||||
if (_targetObject is IDamageable damageable)
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||||
{
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||||
_hitEnemies.Add(damageable);
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||||
TriggerDamage();
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||||
}
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||||
|
||||
if (_targetObject is IStunnable stunnable)
|
||||
{
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||||
stunnable.Stun();
|
||||
}
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||||
|
||||
var shouldKnockback = false;
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||||
if (_targetObject is IHealthable healthable)
|
||||
{
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||||
if (healthable.CurrentHealth > 0) shouldKnockback = true;
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||||
}
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||||
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||||
if (shouldKnockback)
|
||||
{
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||||
Velocity = -_dashDirection*RKnockback.Modifier;
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||||
}
|
||||
else
|
||||
{
|
||||
var locationOtherSide = _targetLocation + (_targetLocation - _targetHitLocation);
|
||||
GlobalPosition = locationOtherSide;
|
||||
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
|
||||
Velocity = _dashDirection * postDashVelocity;
|
||||
}
|
||||
_isInvincible = false;
|
||||
_playerState.SendEvent("attack_finished");
|
||||
}
|
||||
|
||||
public void OnInputHitPressed()
|
||||
{
|
||||
@@ -1881,24 +1981,15 @@ public partial class PlayerController : CharacterBody3D,
|
||||
ThrowWeapon();
|
||||
}
|
||||
|
||||
if (!WeaponSystem.InHandState.Active) return;
|
||||
if (!_canAttack) return;
|
||||
|
||||
_canAttack = false;
|
||||
_attackCooldown.Start();
|
||||
PerformHit();
|
||||
var attackToDo = _isEnemyInDashAttackRange ? "dash_attack" : "standard_attack";
|
||||
_playerState.SendEvent(attackToDo);
|
||||
}
|
||||
|
||||
public void ResetAttackCooldown()
|
||||
{
|
||||
_canAttack = true;
|
||||
_playerState.SendEvent("attack_finished");
|
||||
}
|
||||
|
||||
public void PerformHit()
|
||||
{
|
||||
HeadSystem.OnHit();
|
||||
_audioStream!.SwitchToClipByName("attacks");
|
||||
}
|
||||
|
||||
public void OnHitboxActivated()
|
||||
{
|
||||
@@ -1942,6 +2033,7 @@ public partial class PlayerController : CharacterBody3D,
|
||||
}
|
||||
public void ReduceHealth(IDamageable source, DamageRecord damageRecord)
|
||||
{
|
||||
GD.Print("That's NOT fine");
|
||||
CHealth.ReduceHealth(source, damageRecord);
|
||||
HealthChanged?.Invoke(this, CHealth.CurrentHealth);
|
||||
}
|
||||
@@ -1952,7 +2044,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
public Vector3 ComputeKnockback()
|
||||
{
|
||||
return CKnockback.ComputeKnockback();
|
||||
var kb = CKnockback.ComputeKnockback();
|
||||
return kb;
|
||||
}
|
||||
|
||||
public void Kill(IHealthable source)
|
||||
|
||||
Reference in New Issue
Block a user