removed ability to scale up wall by mashing dash and jump buttons
Some checks failed
Create tag and build when new code gets to main / BumpTag (push) Successful in 21s
Create tag and build when new code gets to main / Test (push) Failing after 2m44s
Create tag and build when new code gets to main / Export (push) Successful in 8m44s

This commit is contained in:
2026-02-09 17:58:13 +01:00
parent 3efbd41f56
commit fa0e511b3a
3 changed files with 181 additions and 128 deletions

View File

@@ -240,10 +240,11 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float WallRunUpwardVelocityFactor { get; set; } = 0.05f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float MinimumWallRunUpwardVelocity { get; set; } = 2f;
public float MinimumWallRunUpwardSpeed { get; set; } = 2f;
[Export(PropertyHint.Range, "0,30,0.1,or_greater")]
public float MinimumWallRunHorizontalSpeed { get; set; } = 12f;
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunAltitudeLossSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunSpeedThreshold { get; set; } = 8f;
@@ -617,6 +618,7 @@ public partial class PlayerController : CharacterBody3D,
_onWall.StateExited += OnWallStopped;
_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
_onWallRunning.StateEntered += OnWallRunStarted;
_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
_onWallHanging.StateExited += RecoverWeapon;
@@ -725,6 +727,9 @@ public partial class PlayerController : CharacterBody3D,
_bufferedAction = BufferedActions.None;
return;
}
_canDash = true;
_canDashAirborne = true;
_playerState.SendEvent("dash");
}
@@ -733,16 +738,18 @@ public partial class PlayerController : CharacterBody3D,
_currentInputBufferFrames = 0;
_playerState.SendEvent("jump");
}
if (_bufferedAction == BufferedActions.Dash && _currentInputBufferFrames > 0)
{
if (GetMoveInput().Length() < Mathf.Epsilon)
{
_bufferedAction = BufferedActions.None;
return;
}
_currentInputBufferFrames = 0;
_playerState.SendEvent("dash");
}
// if (_bufferedAction == BufferedActions.Dash && _currentInputBufferFrames > 0)
// {
// if (GetMoveInput().Length() < Mathf.Epsilon)
// {
// _bufferedAction = BufferedActions.None;
// return;
// }
// // _canDash = true;
// // _canDashAirborne = true;
// _currentInputBufferFrames = 0;
// _playerState.SendEvent("dash");
// }
}
public void OnAirborneToGrounded()
@@ -866,7 +873,6 @@ public partial class PlayerController : CharacterBody3D,
// Should we start a wall run
if (ShouldStartWallRun())
{
SetVerticalVelocity(GetWallRunStartVerticalVelocity());
_playerState.SendEvent("wall_run");
return;
}
@@ -1100,8 +1106,14 @@ public partial class PlayerController : CharacterBody3D,
if (!_canDashAirborne)
return;
_canDashAirborne = false;
_airborneDashCooldownTimer.Start();
_playerState.SendEvent("dash");
return;
}
if (!_canDash) return;
_canDash = false;
_simpleDashCooldownTimer.Start();
_playerState.SendEvent("dash");
}
public void SimpleDashInDirection(Vector3 direction, float strength = -1)
@@ -1126,13 +1138,13 @@ public partial class PlayerController : CharacterBody3D,
return;
}
if (!_canDash)
{
var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
_playerState.SendEvent(dashEvent);
return;
}
_canDash = false;
// if (!_canDash)
// {
// var dashEvent = isOnFloorCustom() ? "grounded" : "dash_finished";
// _playerState.SendEvent(dashEvent);
// return;
// }
// _canDash = false;
SimpleDash();
_bufferedAction = BufferedActions.None;
}
@@ -1175,6 +1187,11 @@ public partial class PlayerController : CharacterBody3D,
}
public void OnWallStarted()
{
if (_simpleDashCooldownTimer.IsStopped())
_canDash = true;
else
_simpleDashCooldownTimer.Start();
if (!WallHugSystem.IsWallHugging())
return;
@@ -1192,14 +1209,12 @@ public partial class PlayerController : CharacterBody3D,
}
public void HandleWallHugging(float delta)
{
_canDash = true;
_canDashAirborne = true;
// _canDash = true;
// _canDashAirborne = true;
WallHug(delta);
if (ShouldStartWallRun())
{
var verticalVelocity = GetWallRunStartVerticalVelocity();
SetVerticalVelocity(verticalVelocity);
_playerState.SendEvent("wall_run");
return;
}
@@ -1212,6 +1227,17 @@ public partial class PlayerController : CharacterBody3D,
{
WallHang(delta);
}
public void OnWallRunStarted()
{
// Find horizontal velocity projected on the current wall
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
var hSpeed = Mathf.Max(hvel.Length(), MinimumWallRunHorizontalSpeed);
// Reorient horizontal velocity so we keep it coplanar with the wall without losing speed
var finalHVel = hvelProjected.Normalized() * hSpeed;
Velocity = finalHVel + Vector3.Up*GetWallRunStartVerticalVelocity();
}
public void HandleWallRunning(float delta)
{
// _canDash = false;
@@ -1243,7 +1269,7 @@ public partial class PlayerController : CharacterBody3D,
{
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
return Mathf.Max(hvelProjected.Length() * WallRunUpwardVelocityFactor, MinimumWallRunUpwardVelocity);
return Mathf.Max(hvelProjected.Length() * WallRunUpwardVelocityFactor, MinimumWallRunUpwardSpeed);
}
public bool ShouldStartWallRun()
@@ -1256,7 +1282,7 @@ public partial class PlayerController : CharacterBody3D,
var isCoplanarEnough = Velocity.AngleTo(wallNormal) > Math.PI/4 && Velocity.AngleTo(wallNormal) < 3*Math.PI/4;
var isGoingDownwards = Velocity.AngleTo(Vector3.Down) < Math.PI/4;
var isLookingInDirectionOfRun = hvelProjected.AngleTo(-HeadSystem.GetForwardHorizontalVector()) < Math.PI/2;
var shouldStart = haveEnoughSpeed && isCoplanarEnough && !isGoingDownwards && isIndeedWall && isLookingInDirectionOfRun;
var shouldStart = haveEnoughSpeed && !isGoingDownwards && isIndeedWall && isCoplanarEnough && isLookingInDirectionOfRun;
var debugText = "--------------\n";
debugText += shouldStart ? "WALL RUN STARTED\n" : "NO WALL RUN\n";
@@ -1371,12 +1397,11 @@ public partial class PlayerController : CharacterBody3D,
{
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
// if (ShouldStartWallRun() && Velocity.Y < WallRunUpwardVelocity)
// {
// SetVerticalVelocity(WallRunUpwardVelocity);
// _playerState.SendEvent("wall_run");
// return;
// }
if (ShouldStartWallRun() && !_isJumpInputPressed)
{
_playerState.SendEvent("wall_run");
return;
}
// Update horizontal velocity
var horizontalVelocity = ComputeHVelocityAir(delta);
@@ -1434,8 +1459,9 @@ public partial class PlayerController : CharacterBody3D,
{
ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
}
// Remove the ability to dash straight away so you cannot scale up the wall
_canDashAirborne = false;
// _canDashAirborne = false;
_airborneDashCooldownTimer.Start();
_isWallJumpAvailable = false;
}
@@ -1768,6 +1794,7 @@ public partial class PlayerController : CharacterBody3D,
public void PerformEmpoweredAction()
{
_isWallJumpAvailable = true;
_canDashAirborne = true;
EmpoweredActionsLeft--;
_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
}