probably fixed stuttering of the camera and weapon animations

This commit is contained in:
2026-03-18 11:02:08 +01:00
parent 50de6abb5d
commit e51ef5a517
6 changed files with 112 additions and 114 deletions

View File

@@ -230,12 +230,10 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")] [node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
LookSensitivity = 0.16
CameraInclineAcceleration = 20.0 CameraInclineAcceleration = 20.0
GroundedCameraIncline = 3.0 GroundedCameraIncline = 3.0
SlidingJitterAmplitude = 0.2 SlidingJitterAmplitude = 0.2
WeaponSway = 8.0
WeaponLookRotation = 10.0
WeaponAdjustmentSpeed = 1.0
[node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")] [node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)

View File

@@ -76,6 +76,5 @@ public partial class PlayerUi : Control
public void OnManaChanged(float newValue) public void OnManaChanged(float newValue)
{ {
_manabar.CurrentHealth = newValue; _manabar.CurrentHealth = newValue;
GD.Print("mana changed");
} }
} }

View File

@@ -39,12 +39,12 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier, float BobbingMultiplier,
float FovMultiplier); float FovMultiplier);
internal Camera3D _camera; internal Camera3D Camera = null!;
internal Marker3D _cameraAnchor; internal Node3D CameraAnchor = null!;
internal AnimationPlayer _animationPlayer; internal AnimationPlayer AnimationPlayer = null!;
internal AnimationTree _animationTree; internal AnimationTree AnimationTree = null!;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float LookSensitivity { get; set; } = 1f; public float LookSensitivity { get; set; } = 1f;
[ExportGroup("Camera incline")] [ExportGroup("Camera incline")]
@@ -84,78 +84,75 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f; public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")] [ExportGroup("First Person rig")]
internal Node3D _fpRig; internal Node3D FpRig = null!;
internal Node3D _rightHandedWeapon; internal Node3D RightHandedWeapon = null!;
internal Node3D _leftHandedWeapon; internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
internal Node3D _fpDisplacedRig; internal Node3D LeftHandedWeapon = null!;
internal Vector3 _fpDisplacedRigInitialRotation; internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponSway { get; set; } = 5f; public float WeaponSway { get; set; } = 15f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponLookRotation { get; set; } = 1f;
[Export(PropertyHint.Range, "0,200,1,or_greater")] [Export(PropertyHint.Range, "0,200,1,or_greater")]
public float WeaponMoveRotation { get; set; } = 80f; public float WeaponMoveRotation { get; set; } = 80f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 10f; public float WeaponAdjustmentSpeed { get; set; } = 1f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float DisplacedWeaponSway { get; set; } = 5f; public float DisplacedWeaponSway { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
public float DisplacedWeaponLookRotation { get; set; } = 1f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f; public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f; public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
public void Init() public void Init()
{ {
_isPlayingForcingAnim = false; IsPlayingForcingAnim = false;
Input.SetMouseMode(Input.MouseModeEnum.Captured); Input.SetMouseMode(Input.MouseModeEnum.Captured);
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D"); Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
_cameraAnchor = GetNode<Marker3D>("CameraAnchor"); CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer"); //_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
_animationTree = GetNode<AnimationTree>("AnimationTree"); AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
AnimationTree = GetNode<AnimationTree>("AnimationTree");
_fpRig = GetNode<Node3D>("FPRig");
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
FpRig = GetNode<Node3D>("FPRig");
RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin; _slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
_slidingNoise.SetFrequency(SlidingJitterFrequency); _slidingNoise.SetFrequency(SlidingJitterFrequency);
} }
public void SetWeaponsVisible(bool swordVisible, bool parryVisible) public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
{ {
_rightHandedWeapon.Visible = swordVisible; RightHandedWeapon.Visible = swordVisible;
_leftHandedWeapon.Visible = parryVisible; LeftHandedWeapon.Visible = parryVisible;
} }
public void OnMantle() public void OnMantle()
{ {
_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnJumpStarted() public void OnJumpStarted()
{ {
_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnJumpEnded() public void OnJumpEnded()
{ {
_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnHit() public void OnHit()
{ {
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnParry() public void OnParry()
{ {
_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnStartDeathAnimation() public void OnStartDeathAnimation()
{ {
_isPlayingForcingAnim = true; IsPlayingForcingAnim = true;
_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire); AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
} }
public void OnDeathAnimationFinished() public void OnDeathAnimationFinished()
@@ -190,8 +187,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated(); EmitSignalHitboxDeactivated();
} }
internal bool _footstepEmitted; internal bool FootstepEmitted;
internal bool _isPlayingForcingAnim; internal bool IsPlayingForcingAnim;
public void ResetHeadBobbing() public void ResetHeadBobbing()
{ {
@@ -200,10 +197,10 @@ public partial class HeadSystem : Node3D
public void LookAround(CameraParameters inputs) public void LookAround(CameraParameters inputs)
{ {
if (_isPlayingForcingAnim) if (IsPlayingForcingAnim)
{ {
_camera.Position = Vector3.Zero; Camera.Position = Vector3.Zero;
_camera.Rotation = Vector3.Zero; Camera.Rotation = Vector3.Zero;
return; return;
} }
@@ -223,7 +220,7 @@ public partial class HeadSystem : Node3D
RotateY(angleForHorizontalRotation); RotateY(angleForHorizontalRotation);
// Vertical movement of head // Vertical movement of head
Vector3 currentCameraRotation = _cameraAnchor.Rotation; Vector3 currentCameraRotation = CameraAnchor.Rotation;
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier); currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f)); currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
@@ -242,18 +239,18 @@ public partial class HeadSystem : Node3D
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f); cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
} }
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration); currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
_cameraAnchor.Rotation = currentCameraRotation; CameraAnchor.Rotation = currentCameraRotation;
if (withCameraJitter) if (withCameraJitter)
{ {
_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset; CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec()); float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f); float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude; CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
} }
else else
{ {
_cameraAnchor.Position = Vector3.Zero; CameraAnchor.Position = Vector3.Zero;
} }
Vector3 newPositionForCamera = Vector3.Zero; Vector3 newPositionForCamera = Vector3.Zero;
@@ -268,76 +265,79 @@ public partial class HeadSystem : Node3D
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier; newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier; newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep(); if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) _footstepEmitted = false; if (newPositionForCamera.Y > 0) FootstepEmitted = false;
// Offset bobbing for weapon rig // Offset bobbing for weapon rig
newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f; newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f; newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
} }
_cameraAnchor.Position += newPositionForCamera; CameraAnchor.Position += newPositionForCamera;
Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
// First person rig adjustments // First person rig adjustments
_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated(); FpRig.GlobalTransform = Camera.GlobalTransform;
// Apply bobbing // Apply bobbing
_fpRig.Position += newPositionForRig; FpRig.Position += newPositionForRig;
// Rotate the whole rig based on movement input // Rotate the whole rig based on movement input
var newRigRotation = _fpRig.Rotation; var newRigRotation = FpRig.Rotation;
var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed); var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*WeaponMoveRotation, delta * WeaponAdjustmentSpeed);
newRigRotation.Z = (float) camTilt; newRigRotation.Z = (float) camTilt;
// Rotate the whole rig based on camera rotation input // Rotate the whole rig based on camera rotation input
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed); newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed); newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
// Apply // Apply
_fpRig.Rotation = newRigRotation; FpRig.Rotation = newRigRotation;
// Compute displaced rig adjustments, starting with movement input // Compute sword meshes procedural adjustments
var newDisplacedRigRotation = _fpDisplacedRig.Rotation; RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.X = (float) displacedCamTiltSide;
newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.Y = (float) displacedSwayY;
// Apply
_fpDisplacedRig.Rotation = newDisplacedRigRotation;
// Camera adjustments // Camera adjustments
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed); float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier; float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed); Camera.Fov = Mathf.Lerp(Camera.Fov, targetFov, (float) delta * FovChangeSpeed);
}
public Vector3 ComputeRotationForFpMesh(Node3D mesh, Vector3 initialRotation, Vector3 playerInput, Vector2 lookDir, float delta)
{
var newMeshRotation = mesh.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newMeshRotation.Z,
initialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newMeshRotation.X,
initialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.X = displacedCamTiltSide;
newMeshRotation.Z = displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newMeshRotation.Y,
initialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.Y = displacedSwayY;
return newMeshRotation;
} }
public void Footstep() public void Footstep()
{ {
_footstepEmitted = true; FootstepEmitted = true;
EmitSignalStepFoot(); EmitSignalStepFoot();
} }
public void HideWeapon() public void HideWeapon()
{ {
_rightHandedWeapon.Visible = false; RightHandedWeapon.Visible = false;
} }
public void ShowWeapon() public void ShowWeapon()
{ {
_rightHandedWeapon.Visible = true; RightHandedWeapon.Visible = true;
} }
public float ComputeCameraInclineFactor(Vector3 direction) public float ComputeCameraInclineFactor(Vector3 direction)
@@ -368,15 +368,15 @@ public partial class HeadSystem : Node3D
public Vector3 GetGlobalForwardVector() public Vector3 GetGlobalForwardVector()
{ {
return _camera.GlobalBasis.Z; return Camera.GlobalBasis.Z;
} }
public Vector3 GetGlobalLookRotation() public Vector3 GetGlobalLookRotation()
{ {
return new Vector3( return new Vector3(
_camera.Rotation.X, Camera.Rotation.X,
Rotation.Y, Rotation.Y,
_camera.Rotation.Z); Camera.Rotation.Z);
} }
public void SetHeight(float height) public void SetHeight(float height)

View File

@@ -654,9 +654,6 @@ _data = {
[node name="HeadSystem" type="Node3D" unique_id=2067407038] [node name="HeadSystem" type="Node3D" unique_id=2067407038]
script = ExtResource("1_8abgy") script = ExtResource("1_8abgy")
WeaponMoveRotation = 20.0
DisplacedWeaponSway = 1.0
DisplacedWeaponAdjustmentSpeed = 8.0
[node name="FPRig" type="Node3D" parent="." unique_id=922968399] [node name="FPRig" type="Node3D" parent="." unique_id=922968399]
transform = Transform3D(0.9999998, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000002, 0, 0, 0) transform = Transform3D(0.9999998, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000002, 0, 0, 0)
@@ -678,6 +675,9 @@ mesh = ExtResource("3_1ay6d")
[node name="CameraSmooth" type="Node3D" parent="." unique_id=2072010960] [node name="CameraSmooth" type="Node3D" parent="." unique_id=2072010960]
transform = Transform3D(0.9999998, -0.00011616429, 0, 0.00011616431, 0.99999964, 0, 0, 0, 0.99999976, 0, 0, 0) transform = Transform3D(0.9999998, -0.00011616429, 0, 0.00011616431, 0.99999964, 0, 0, 0, 0.99999976, 0, 0, 0)
[node name="CameraAnchor" type="Marker3D" parent="CameraSmooth" unique_id=1554357312]
transform = Transform3D(1.0000002, 0.00011616435, 0, -0.000116164374, 1.0000004, 0, 0, 0, 1.0000002, 0, 0, 0)
[node name="Camera3D" type="Camera3D" parent="CameraSmooth" unique_id=544372058] [node name="Camera3D" type="Camera3D" parent="CameraSmooth" unique_id=544372058]
transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0) transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0)
current = true current = true
@@ -702,8 +702,6 @@ fade_out = 0.5547845
shakerPreset = SubResource("Resource_se3kf") shakerPreset = SubResource("Resource_se3kf")
metadata/_custom_type_script = "uid://dnlxsrumw6ygp" metadata/_custom_type_script = "uid://dnlxsrumw6ygp"
[node name="CameraAnchor" type="Marker3D" parent="." unique_id=1554357312]
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746] [node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746]
root_node = NodePath("../CameraSmooth/Camera3D") root_node = NodePath("../CameraSmooth/Camera3D")
libraries/ = SubResource("AnimationLibrary_0hyrq") libraries/ = SubResource("AnimationLibrary_0hyrq")

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@@ -4,7 +4,7 @@
[resource] [resource]
script = ExtResource("1_1rxoq") script = ExtResource("1_1rxoq")
Cost = 50.0 Cost = 30.0
Cooldown = 1.0 Cooldown = 0.5
ManaRegenPause = 2.0 ManaRegenPause = 2.0
metadata/_custom_type_script = "uid://d0l07gcx1ef18" metadata/_custom_type_script = "uid://d0l07gcx1ef18"

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@@ -14,17 +14,20 @@ public class HeadSystemUnitTest
public void SetupTest() public void SetupTest()
{ {
_head = new HeadSystem(); _head = new HeadSystem();
_head._camera = new Camera3D(); _head.Camera = new Camera3D();
_head.AddChild(_head._camera); _head.AddChild(_head.Camera);
_head._cameraAnchor = new Marker3D(); // _head._cameraAnchor = new Marker3D();
_head.AddChild(_head._cameraAnchor); _head.AddChild(_head.CameraAnchor);
_head._fpRig = new Node3D(); _head.FpRig = new Node3D();
_head.AddChild(_head._fpRig); _head.AddChild(_head.FpRig);
_head.CameraAnchor = new Node3D();
_head._fpDisplacedRig = new Node3D(); _head.AddChild(_head.CameraAnchor);
_head.AddChild(_head._fpDisplacedRig); _head.RightHandedWeapon = new Node3D();
_head.AddChild(_head.RightHandedWeapon);
_head.LeftHandedWeapon = new Node3D();
_head.AddChild(_head.LeftHandedWeapon);
} }
[AfterTest] [AfterTest]