fixed dashing through terrain so easily when targeting enemy

This commit is contained in:
2026-02-06 11:52:29 +01:00
parent e8ff01e097
commit e87a228dd2
4 changed files with 33 additions and 19 deletions

View File

@@ -281,6 +281,7 @@ public partial class PlayerController : CharacterBody3D,
private float _playerHeight;
private float _playerRadius;
private Vector3 _dashDirection = Vector3.Zero;
private Vector3 _postDashThroughPosition = Vector3.Zero;
private Vector3 _preDashVelocity = Vector3.Zero;
private int _empoweredActionsLeft;
public int EmpoweredActionsLeft
@@ -2093,26 +2094,32 @@ public partial class PlayerController : CharacterBody3D,
}
private PhysicsDirectSpaceState3D _spaceState;
public void StartDashAction(bool isParry)
{
var streamName = isParry ? "parry" : "attacks";
_audioStream!.SwitchToClipByName(streamName);
IsInvincible = true;
var plannedDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
var query = PhysicsRayQueryParameters3D.Create(HeadSystem.GlobalPosition, plannedDashLocation, DashSystem.DashCast3D.CollisionMask);
var result = _spaceState.IntersectRay(query);
if (result.Count > 0)
{
plannedDashLocation = (Vector3) result["position"];
}
var plannedDashLocation = _targetLocation + Vector3.Down*_playerHeight/2;
// var enemySurfaceQuery = PhysicsRayQueryParameters3D.Create(HeadSystem.GlobalPosition, plannedDashLocation, DashSystem.DashCast3D.CollisionMask);
// var enemySurfaceResult = _spaceState.IntersectRay(enemySurfaceQuery);
// if (enemySurfaceResult.Count > 0)
// {
// plannedDashLocation = (Vector3) enemySurfaceResult["position"];
// }
var travel = plannedDashLocation - (GlobalPosition + Vector3.Up*_playerHeight/2);
_preDashVelocity = Velocity;
var travel = plannedDashLocation - GlobalPosition;
_dashDirection = travel.Normalized();
var postDashLocation = plannedDashLocation + 0.5f*travel;
var wallBehindQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition + Vector3.Up*HeadSystem.Position.Y, postDashLocation, GroundDetector.CollisionMask);
var wallBehindResult = _spaceState.IntersectRay(wallBehindQuery);
var shouldRebound = wallBehindResult.Count > 0;
if (!shouldRebound) _postDashThroughPosition = postDashLocation;
var dashTween = CreatePositionTween(plannedDashLocation, AimedDashTime);
if (isParry) dashTween.Finished += OnDashParryEnded;
if (isParry || shouldRebound) dashTween.Finished += OnDashParryEnded;
else dashTween.Finished += OnDashAttackEnded;
}
public void OnDashAttackStarted()
@@ -2142,7 +2149,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnDashAttackEnded()
{
StopDashAction();
GlobalPosition = ComputePositionAfterTargetedDash(_targetLocation, _targetHitLocation);
GlobalPosition = _postDashThroughPosition;
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
Velocity = _dashDirection * postDashVelocity;
}