added fixed dash targets and can dash towards enemies to hit them, get a knockback or dash through if killed
Some checks failed
Create tag and build when new code gets to main / BumpTag (push) Successful in 22s
Create tag and build when new code gets to main / Export (push) Failing after 1m51s

This commit is contained in:
2026-01-21 16:46:20 +01:00
parent fb78add739
commit db49703326
19 changed files with 370 additions and 60 deletions

View File

@@ -7,6 +7,7 @@ using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
using Movementtests.systems.damage;
using RustyOptions;
public partial class PlayerController : CharacterBody3D,
@@ -323,6 +324,11 @@ public partial class PlayerController : CharacterBody3D,
private StateChartState _onWallHanging;
private StateChartState _onWallRunning;
private StateChartState _attack;
private StateChartState _attackReady;
private StateChartState _attackStandard;
private StateChartState _attackDash;
private Transition _onDashEnded;
private Transition _onJumpFromWall;
@@ -340,7 +346,6 @@ public partial class PlayerController : CharacterBody3D,
public float CurrentHealth { get; set; }
private bool _isInvincible;
private bool _canAttack = true;
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector;
@@ -464,6 +469,12 @@ public partial class PlayerController : CharacterBody3D,
_onLeaveWallFromRun = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnLeaveWall"));
_onAirborneToGrounded = Transition.Of(GetNode("StateChart/Root/Movement/Airborne/OnGrounded"));
// Attack states
_attack = StateChartState.Of(GetNode("StateChart/Root/Attack"));
_attackReady = StateChartState.Of(GetNode("StateChart/Root/Attack/Ready"));
_attackStandard = StateChartState.Of(GetNode("StateChart/Root/Attack/StandardAttack"));
_attackDash = StateChartState.Of(GetNode("StateChart/Root/Attack/DashAttack"));
// State timers
_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
@@ -570,7 +581,11 @@ public partial class PlayerController : CharacterBody3D,
_onJumpFromWall.Taken += OnJumpFromWall;
_onJumpFromWallFalling.Taken += OnJumpFromWall;
_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
_onAirborneToGrounded.Taken += OnAirborneToGrounded;
_onAirborneToGrounded.Taken += OnAirborneToGrounded;
// Attack states
_attackStandard.StateEntered += OnStandardAttackStarted;
_attackDash.StateEntered += OnDashAttackStarted;
}
///////////////////////////
@@ -1705,9 +1720,13 @@ public partial class PlayerController : CharacterBody3D,
}
public void OnAimedDashFinished()
{
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
if (_customMantle)
{
_playerState.SendEvent("mantle");
return;
}
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
Velocity = _dashDirection * postDashVelocity;
if (_customMantle) _playerState.SendEvent("mantle");
}
// Weapon dashing
@@ -1823,8 +1842,18 @@ public partial class PlayerController : CharacterBody3D,
DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
}
}
///////////////////////////
// Hit Management ///////
///////////////////////////
private bool _isEnemyInDashAttackRange;
private Vector3 _targetHitLocation;
private Vector3 _targetLocation;
private Object _targetObject;
public void HandleEnemyTargeting()
{
_isEnemyInDashAttackRange = false;
_closeEnemyDetector.SetRotation(HeadSystem.GetGlobalLookRotation());
var enemyTargetState = PlayerUi.TargetState.NoTarget;
@@ -1834,24 +1863,35 @@ public partial class PlayerController : CharacterBody3D,
PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
return;
}
var collidedObject = _closeEnemyDetector.GetCollider(0);
if (collidedObject is not ITargetable target)
_targetHitLocation = _closeEnemyDetector.GetCollisionPoint(0);
_targetObject = _closeEnemyDetector.GetCollider(0);
if (_targetObject is not ITargetable target)
{
PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
return;
}
var targetPos = target.GetTargetGlobalPosition();
var targetDistance = targetPos.DistanceTo(GlobalPosition);
enemyTargetState = targetDistance > TargetInRangeDistance ? PlayerUi.TargetState.TargetInRange : PlayerUi.TargetState.TargetTooFar;
positionOnScreen = _camera.UnprojectPosition(targetPos);
_targetLocation = target.GetTargetGlobalPosition();
var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
positionOnScreen = _camera.UnprojectPosition(_targetLocation);
_isEnemyInDashAttackRange = targetDistance < TargetInRangeDistance;
if (_isEnemyInDashAttackRange)
{
enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
if (_targetObject is IDamageable damageable && _targetObject is IHealthable healthable)
{
var wouldBeDamage = damageable.ComputeDamage(new DamageRecord(this, RDamage));
if (wouldBeDamage.Damage.DamageDealt < healthable.CurrentHealth)
enemyTargetState = PlayerUi.TargetState.TargetInRange;
}
}
else enemyTargetState = PlayerUi.TargetState.TargetTooFar;
PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
}
///////////////////////////
// Hit Management ///////
///////////////////////////
public DamageRecord TakeDamage(DamageRecord damageRecord)
{
if (_isInvincible)
@@ -1868,11 +1908,71 @@ public partial class PlayerController : CharacterBody3D,
return finalDamage;
}
public DamageRecord ComputeDamage(DamageRecord damageRecord)
{
return CDamageable.ComputeDamage(damageRecord);
}
public void OnHitInvincibility()
{
_isInvincible = true;
_invincibilityTimer.Start();
}
public void OnStandardAttackStarted()
{
_attackCooldown.Start();
HeadSystem.OnHit();
_audioStream!.SwitchToClipByName("attacks");
}
public void OnDashAttackStarted()
{
_audioStream!.SwitchToClipByName("attacks");
_isInvincible = true;
var actualDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
var travel = actualDashLocation - GlobalPosition;
_preDashVelocity = Velocity;
_dashDirection = travel.Normalized();
var dashTween = CreatePositionTween(actualDashLocation, AimedDashTime);
dashTween.Finished += OnDashAttackEnded;
}
public void OnDashAttackEnded()
{
if (_targetObject is IDamageable damageable)
{
_hitEnemies.Add(damageable);
TriggerDamage();
}
if (_targetObject is IStunnable stunnable)
{
stunnable.Stun();
}
var shouldKnockback = false;
if (_targetObject is IHealthable healthable)
{
if (healthable.CurrentHealth > 0) shouldKnockback = true;
}
if (shouldKnockback)
{
Velocity = -_dashDirection*RKnockback.Modifier;
}
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)