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3 Commits
95616f61fc
...
4bcbda9690
| Author | SHA1 | Date | |
|---|---|---|---|
| 4bcbda9690 | |||
| e51ef5a517 | |||
| 50de6abb5d |
@@ -13,7 +13,7 @@ public partial class RManaRegen(float manaRegenRate, float frequency) : Resource
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[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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public float ManaRegenRate { get; set; } = manaRegenRate;
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[Export(PropertyHint.Range, "0.01,1,0.1,or_greater")]
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[Export(PropertyHint.Range, "0.01,1,0.01,or_greater")]
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public float Frequency { get; set; } = frequency;
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public RManaRegen() : this(1.0f, 0.1f)
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@@ -15,8 +15,8 @@
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[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
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[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_jk7w8"]
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size = Vector3(6.75, 8.25, 7.25)
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[sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
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size = Vector3(7.5, 3.75, 10.25)
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[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
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@@ -105,13 +105,12 @@ transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 27, 13.5, -9)
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[node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")]
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5)
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[node name="Player" parent="." index="14" unique_id=1309399929]
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transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
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[node name="TutoTrigger10" parent="." index="18" unique_id=840713937 instance=ExtResource("14_lthgu")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.75, 0, 3)
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[node name="TutoTrigger5" parent="." index="14" unique_id=840713937 instance=ExtResource("14_lthgu")]
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tuto_text = "Try to survive!"
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[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger10" index="1" unique_id=2145030859]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.875, 1.125, -4.625)
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shape = SubResource("BoxShape3D_jk7w8")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger5" index="1" unique_id=1820790391]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0.625, -1.875)
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shape = SubResource("BoxShape3D_lthgu")
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[node name="Player" parent="." index="15" unique_id=1309399929]
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transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
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@@ -111,6 +111,9 @@ radius = 1.5
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
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blend_mode = 1
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n24vh"]
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bg_color = Color(0.15869555, 0.64034444, 0.906125, 1)
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[node name="Player" type="CharacterBody3D" unique_id=709076448]
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collision_mask = 272
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script = ExtResource("1_poq2x")
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@@ -227,12 +230,10 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
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[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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LookSensitivity = 0.16
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CameraInclineAcceleration = 20.0
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GroundedCameraIncline = 3.0
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SlidingJitterAmplitude = 0.2
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WeaponSway = 8.0
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WeaponLookRotation = 10.0
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WeaponAdjustmentSpeed = 1.0
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[node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
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@@ -555,6 +556,22 @@ offset_bottom = -71.99939
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grow_horizontal = 2
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grow_vertical = 0
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[node name="Manabar" parent="UI" unique_id=1713862004 instance=ExtResource("47_76kmc")]
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unique_name_in_owner = true
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layout_mode = 1
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anchors_preset = 7
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anchor_left = 0.5
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anchor_top = 1.0
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anchor_right = 0.5
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anchor_bottom = 1.0
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offset_left = -859.0
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offset_top = -84.0
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offset_right = -347.0
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offset_bottom = -72.0
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grow_horizontal = 2
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grow_vertical = 0
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BarStyle = SubResource("StyleBoxFlat_n24vh")
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[node name="StateChart" type="Node" parent="." unique_id=1675830632]
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script = ExtResource("25_wv70j")
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metadata/_custom_type_script = "uid://couw105c3bde4"
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@@ -5,9 +5,10 @@ using Movementtests.interfaces;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
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public partial class PlayerUi : Control
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{
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internal TextureRect[] _dashIcons = new TextureRect[3];
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private TextureRect _enemyTarget;
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private Healthbar _healthbar;
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internal TextureRect[] DashIcons = new TextureRect[3];
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private TextureRect _enemyTarget = null!;
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private Healthbar _healthbar = null!;
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private Healthbar _manabar = null!;
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public enum TargetState
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{
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@@ -25,12 +26,13 @@ public partial class PlayerUi : Control
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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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_dashIcons[1] = GetNode<TextureRect>("%Dash2");
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_dashIcons[2] = GetNode<TextureRect>("%Dash3");
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DashIcons[0] = GetNode<TextureRect>("%Dash1");
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DashIcons[1] = GetNode<TextureRect>("%Dash2");
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DashIcons[2] = GetNode<TextureRect>("%Dash3");
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_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
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_healthbar = GetNode<Healthbar>("%Healthbar");
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_manabar = GetNode<Healthbar>("%Manabar");
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}
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public void Initialize(float initialHealth)
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@@ -59,7 +61,7 @@ public partial class PlayerUi : Control
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public void SetNumberOfDashesLeft(int numberOfDashes)
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{
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int index = 1;
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foreach (var dashIcon in _dashIcons)
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foreach (var dashIcon in DashIcons)
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{
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dashIcon.SetVisible(index <= numberOfDashes);
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index++;
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@@ -70,4 +72,9 @@ public partial class PlayerUi : Control
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{
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_healthbar.CurrentHealth = healthChanged.CurrentHealth;
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}
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public void OnManaChanged(float newValue)
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{
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_manabar.CurrentHealth = newValue;
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}
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}
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@@ -39,12 +39,12 @@ public partial class HeadSystem : Node3D
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float BobbingMultiplier,
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float FovMultiplier);
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internal Camera3D _camera;
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internal Marker3D _cameraAnchor;
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internal AnimationPlayer _animationPlayer;
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internal AnimationTree _animationTree;
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internal Camera3D Camera = null!;
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internal Node3D CameraAnchor = null!;
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internal AnimationPlayer AnimationPlayer = null!;
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internal AnimationTree AnimationTree = null!;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float LookSensitivity { get; set; } = 1f;
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[ExportGroup("Camera incline")]
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@@ -84,78 +84,75 @@ public partial class HeadSystem : Node3D
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public float FovMaxedOutSpeed { get; set; } = 20f;
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[ExportGroup("First Person rig")]
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internal Node3D _fpRig;
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internal Node3D _rightHandedWeapon;
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internal Node3D _leftHandedWeapon;
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internal Node3D _fpDisplacedRig;
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internal Vector3 _fpDisplacedRigInitialRotation;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponLookRotation { get; set; } = 1f;
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internal Node3D FpRig = null!;
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internal Node3D RightHandedWeapon = null!;
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internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
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internal Node3D LeftHandedWeapon = null!;
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internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
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[Export(PropertyHint.Range, "0,20,1,or_greater")]
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public float WeaponSway { get; set; } = 15f;
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[Export(PropertyHint.Range, "0,200,1,or_greater")]
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public float WeaponMoveRotation { get; set; } = 80f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WeaponAdjustmentSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponLookRotation { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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[Export(PropertyHint.Range, "0,20,1,or_greater")]
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public float WeaponAdjustmentSpeed { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
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public float DisplacedWeaponSway { get; set; } = 0.8f;
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[Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
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public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,20,1,or_greater")]
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public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
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public void Init()
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{
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_isPlayingForcingAnim = false;
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IsPlayingForcingAnim = false;
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Input.SetMouseMode(Input.MouseModeEnum.Captured);
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_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
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_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_animationTree = GetNode<AnimationTree>("AnimationTree");
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_fpRig = GetNode<Node3D>("FPRig");
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_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
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_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
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_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
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_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
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Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
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CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
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//_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
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AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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AnimationTree = GetNode<AnimationTree>("AnimationTree");
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FpRig = GetNode<Node3D>("FPRig");
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RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
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RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
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LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
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LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
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_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
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_slidingNoise.SetFrequency(SlidingJitterFrequency);
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}
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public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
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{
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_rightHandedWeapon.Visible = swordVisible;
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_leftHandedWeapon.Visible = parryVisible;
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RightHandedWeapon.Visible = swordVisible;
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LeftHandedWeapon.Visible = parryVisible;
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}
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public void OnMantle()
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{
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_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnJumpStarted()
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{
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_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnJumpEnded()
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{
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_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnHit()
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{
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_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnParry()
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{
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_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnStartDeathAnimation()
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{
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_isPlayingForcingAnim = true;
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_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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IsPlayingForcingAnim = true;
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AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnDeathAnimationFinished()
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@@ -190,8 +187,8 @@ public partial class HeadSystem : Node3D
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EmitSignalHitboxDeactivated();
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}
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internal bool _footstepEmitted;
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internal bool _isPlayingForcingAnim;
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internal bool FootstepEmitted;
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internal bool IsPlayingForcingAnim;
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public void ResetHeadBobbing()
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{
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@@ -200,10 +197,10 @@ public partial class HeadSystem : Node3D
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public void LookAround(CameraParameters inputs)
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{
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if (_isPlayingForcingAnim)
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if (IsPlayingForcingAnim)
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{
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_camera.Position = Vector3.Zero;
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_camera.Rotation = Vector3.Zero;
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Camera.Position = Vector3.Zero;
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Camera.Rotation = Vector3.Zero;
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return;
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}
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@@ -223,7 +220,7 @@ public partial class HeadSystem : Node3D
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RotateY(angleForHorizontalRotation);
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// Vertical movement of head
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Vector3 currentCameraRotation = _cameraAnchor.Rotation;
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Vector3 currentCameraRotation = CameraAnchor.Rotation;
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currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
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currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
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@@ -242,18 +239,18 @@ public partial class HeadSystem : Node3D
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cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
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}
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currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
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_cameraAnchor.Rotation = currentCameraRotation;
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CameraAnchor.Rotation = currentCameraRotation;
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if (withCameraJitter)
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{
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_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
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CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
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float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
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float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
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_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
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CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
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}
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else
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{
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_cameraAnchor.Position = Vector3.Zero;
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CameraAnchor.Position = Vector3.Zero;
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}
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Vector3 newPositionForCamera = Vector3.Zero;
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@@ -268,76 +265,79 @@ public partial class HeadSystem : Node3D
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newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
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newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
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if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep();
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if (newPositionForCamera.Y > 0) _footstepEmitted = false;
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if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
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if (newPositionForCamera.Y > 0) FootstepEmitted = false;
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// Offset bobbing for weapon rig
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newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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}
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_cameraAnchor.Position += newPositionForCamera;
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_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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CameraAnchor.Position += newPositionForCamera;
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Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
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||||
// First person rig adjustments
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_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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FpRig.GlobalTransform = Camera.GlobalTransform;
|
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// Apply bobbing
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_fpRig.Position += newPositionForRig;
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FpRig.Position += newPositionForRig;
|
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// Rotate the whole rig based on movement input
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var newRigRotation = _fpRig.Rotation;
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var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
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var newRigRotation = FpRig.Rotation;
|
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var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*WeaponMoveRotation, delta * WeaponAdjustmentSpeed);
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||||
newRigRotation.Z = (float) camTilt;
|
||||
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||||
// Rotate the whole rig based on camera rotation input
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||||
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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||||
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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||||
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
|
||||
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
|
||||
|
||||
// Apply
|
||||
_fpRig.Rotation = newRigRotation;
|
||||
FpRig.Rotation = newRigRotation;
|
||||
|
||||
// Compute displaced rig adjustments, starting with movement input
|
||||
var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
|
||||
|
||||
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;
|
||||
// Compute sword meshes procedural adjustments
|
||||
RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
|
||||
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
|
||||
|
||||
// Camera adjustments
|
||||
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
|
||||
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()
|
||||
{
|
||||
_footstepEmitted = true;
|
||||
FootstepEmitted = true;
|
||||
EmitSignalStepFoot();
|
||||
}
|
||||
|
||||
public void HideWeapon()
|
||||
{
|
||||
_rightHandedWeapon.Visible = false;
|
||||
RightHandedWeapon.Visible = false;
|
||||
}
|
||||
public void ShowWeapon()
|
||||
{
|
||||
_rightHandedWeapon.Visible = true;
|
||||
RightHandedWeapon.Visible = true;
|
||||
}
|
||||
|
||||
public float ComputeCameraInclineFactor(Vector3 direction)
|
||||
@@ -368,15 +368,15 @@ public partial class HeadSystem : Node3D
|
||||
|
||||
public Vector3 GetGlobalForwardVector()
|
||||
{
|
||||
return _camera.GlobalBasis.Z;
|
||||
return Camera.GlobalBasis.Z;
|
||||
}
|
||||
|
||||
public Vector3 GetGlobalLookRotation()
|
||||
{
|
||||
return new Vector3(
|
||||
_camera.Rotation.X,
|
||||
Camera.Rotation.X,
|
||||
Rotation.Y,
|
||||
_camera.Rotation.Z);
|
||||
Camera.Rotation.Z);
|
||||
}
|
||||
|
||||
public void SetHeight(float height)
|
||||
|
||||
@@ -654,9 +654,6 @@ _data = {
|
||||
|
||||
[node name="HeadSystem" type="Node3D" unique_id=2067407038]
|
||||
script = ExtResource("1_8abgy")
|
||||
WeaponMoveRotation = 20.0
|
||||
DisplacedWeaponSway = 1.0
|
||||
DisplacedWeaponAdjustmentSpeed = 8.0
|
||||
|
||||
[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)
|
||||
@@ -678,6 +675,9 @@ mesh = ExtResource("3_1ay6d")
|
||||
[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)
|
||||
|
||||
[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]
|
||||
transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0)
|
||||
current = true
|
||||
@@ -702,8 +702,6 @@ fade_out = 0.5547845
|
||||
shakerPreset = SubResource("Resource_se3kf")
|
||||
metadata/_custom_type_script = "uid://dnlxsrumw6ygp"
|
||||
|
||||
[node name="CameraAnchor" type="Marker3D" parent="." unique_id=1554357312]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746]
|
||||
root_node = NodePath("../CameraSmooth/Camera3D")
|
||||
libraries/ = SubResource("AnimationLibrary_0hyrq")
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_1rxoq")
|
||||
Cost = 50.0
|
||||
Cooldown = 1.0
|
||||
ManaRegenPause = 3.0
|
||||
Cost = 30.0
|
||||
Cooldown = 0.5
|
||||
ManaRegenPause = 2.0
|
||||
metadata/_custom_type_script = "uid://d0l07gcx1ef18"
|
||||
|
||||
@@ -5,5 +5,5 @@
|
||||
[resource]
|
||||
script = ExtResource("1_ecb1p")
|
||||
ManaRegenRate = 20.0
|
||||
Frequency = 0.1
|
||||
Frequency = 0.05
|
||||
metadata/_custom_type_script = "uid://di04jvuqp0h7m"
|
||||
|
||||
@@ -2309,13 +2309,18 @@ public partial class PlayerController : CharacterBody3D,
|
||||
HandleEnemyTargeting();
|
||||
}
|
||||
|
||||
private float _oldMana = 100;
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
// Manage head and camera movement
|
||||
LookAround(delta);
|
||||
|
||||
EffectsManager.UpdateEffects(delta);
|
||||
GD.Print(Attributes["PlayerAttributeSet.Mana"].CurrentValue);
|
||||
// TODO: change for actual Cue
|
||||
var currentMana = Attributes["PlayerAttributeSet.Mana"].CurrentValue;
|
||||
if (Mathf.Abs(currentMana - _oldMana) > Mathf.Epsilon)
|
||||
PlayerUi.OnManaChanged(currentMana);
|
||||
_oldMana = currentMana;
|
||||
}
|
||||
|
||||
///////////////////////////
|
||||
|
||||
@@ -4,8 +4,10 @@ using System;
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")]
|
||||
public partial class Healthbar : ProgressBar
|
||||
{
|
||||
private Timer _damageCatchUpTimer;
|
||||
private ProgressBar _damagedHealth;
|
||||
private Timer _damageCatchUpTimer = null!;
|
||||
private ProgressBar _damagedHealth = null!;
|
||||
|
||||
[Export] public StyleBox? BarStyle;
|
||||
|
||||
private float _currentHealth;
|
||||
public float CurrentHealth
|
||||
@@ -21,6 +23,9 @@ public partial class Healthbar : ProgressBar
|
||||
|
||||
_damageCatchUpTimer.Timeout += OnDamageCatchUp;
|
||||
Visible = false;
|
||||
|
||||
if (BarStyle != null)
|
||||
AddThemeStyleboxOverride("fill", BarStyle);
|
||||
}
|
||||
|
||||
public void Initialize(float initialHealth)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0k5hr"]
|
||||
bg_color = Color(0.698864, 0.047356047, 0, 1)
|
||||
bg_color = Color(0.69803923, 0.047058824, 0, 1)
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0sgot"]
|
||||
bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1)
|
||||
|
||||
@@ -14,17 +14,20 @@ public class HeadSystemUnitTest
|
||||
public void SetupTest()
|
||||
{
|
||||
_head = new HeadSystem();
|
||||
_head._camera = new Camera3D();
|
||||
_head.AddChild(_head._camera);
|
||||
_head.Camera = new Camera3D();
|
||||
_head.AddChild(_head.Camera);
|
||||
|
||||
_head._cameraAnchor = new Marker3D();
|
||||
_head.AddChild(_head._cameraAnchor);
|
||||
// _head._cameraAnchor = new Marker3D();
|
||||
_head.AddChild(_head.CameraAnchor);
|
||||
|
||||
_head._fpRig = new Node3D();
|
||||
_head.AddChild(_head._fpRig);
|
||||
|
||||
_head._fpDisplacedRig = new Node3D();
|
||||
_head.AddChild(_head._fpDisplacedRig);
|
||||
_head.FpRig = new Node3D();
|
||||
_head.AddChild(_head.FpRig);
|
||||
_head.CameraAnchor = new Node3D();
|
||||
_head.AddChild(_head.CameraAnchor);
|
||||
_head.RightHandedWeapon = new Node3D();
|
||||
_head.AddChild(_head.RightHandedWeapon);
|
||||
_head.LeftHandedWeapon = new Node3D();
|
||||
_head.AddChild(_head.LeftHandedWeapon);
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
|
||||
@@ -99,7 +99,7 @@ public class PlayerControllerUnitTest
|
||||
{
|
||||
var mockUi = new PlayerUi();
|
||||
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
|
||||
mockUi._dashIcons = dashIcons;
|
||||
mockUi.DashIcons = dashIcons;
|
||||
|
||||
_player.PlayerUi = mockUi;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user