Compare commits

..

3 Commits

Author SHA1 Message Date
4bcbda9690 fix: inputs were eaten by a tutorial text because of node ordering
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 24s
Create tag and build when new code gets to main / Export (push) Successful in 5m12s
Create tag and build when new code gets to main / ReleaseName (push) Successful in 3s
Create tag and build when new code gets to main / Release (push) Successful in 13m52s
2026-03-18 11:10:06 +01:00
e51ef5a517 probably fixed stuttering of the camera and weapon animations 2026-03-18 11:02:08 +01:00
50de6abb5d mana bar 2026-03-15 21:26:59 +01:00
13 changed files with 172 additions and 138 deletions

View File

@@ -13,7 +13,7 @@ public partial class RManaRegen(float manaRegenRate, float frequency) : Resource
[Export(PropertyHint.Range, "0,100,0.1,or_greater")] [Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float ManaRegenRate { get; set; } = manaRegenRate; public float ManaRegenRate { get; set; } = manaRegenRate;
[Export(PropertyHint.Range, "0.01,1,0.1,or_greater")] [Export(PropertyHint.Range, "0.01,1,0.01,or_greater")]
public float Frequency { get; set; } = frequency; public float Frequency { get; set; } = frequency;
public RManaRegen() : this(1.0f, 0.1f) public RManaRegen() : this(1.0f, 0.1f)

View File

@@ -15,8 +15,8 @@
[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"] [ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"] [ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
[sub_resource type="BoxShape3D" id="BoxShape3D_jk7w8"] [sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
size = Vector3(6.75, 8.25, 7.25) size = Vector3(7.5, 3.75, 10.25)
[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")] [node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
@@ -105,13 +105,12 @@ transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 27, 13.5, -9)
[node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")] [node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5) transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5)
[node name="Player" parent="." index="14" unique_id=1309399929] [node name="TutoTrigger5" parent="." index="14" unique_id=840713937 instance=ExtResource("14_lthgu")]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
[node name="TutoTrigger10" parent="." index="18" unique_id=840713937 instance=ExtResource("14_lthgu")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.75, 0, 3)
tuto_text = "Try to survive!" tuto_text = "Try to survive!"
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger10" index="1" unique_id=2145030859] [node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger5" index="1" unique_id=1820790391]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.875, 1.125, -4.625) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0.625, -1.875)
shape = SubResource("BoxShape3D_jk7w8") shape = SubResource("BoxShape3D_lthgu")
[node name="Player" parent="." index="15" unique_id=1309399929]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)

View File

@@ -111,6 +111,9 @@ radius = 1.5
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"] [sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
blend_mode = 1 blend_mode = 1
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n24vh"]
bg_color = Color(0.15869555, 0.64034444, 0.906125, 1)
[node name="Player" type="CharacterBody3D" unique_id=709076448] [node name="Player" type="CharacterBody3D" unique_id=709076448]
collision_mask = 272 collision_mask = 272
script = ExtResource("1_poq2x") script = ExtResource("1_poq2x")
@@ -227,12 +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)
@@ -555,6 +556,22 @@ offset_bottom = -71.99939
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 0 grow_vertical = 0
[node name="Manabar" parent="UI" unique_id=1713862004 instance=ExtResource("47_76kmc")]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -859.0
offset_top = -84.0
offset_right = -347.0
offset_bottom = -72.0
grow_horizontal = 2
grow_vertical = 0
BarStyle = SubResource("StyleBoxFlat_n24vh")
[node name="StateChart" type="Node" parent="." unique_id=1675830632] [node name="StateChart" type="Node" parent="." unique_id=1675830632]
script = ExtResource("25_wv70j") script = ExtResource("25_wv70j")
metadata/_custom_type_script = "uid://couw105c3bde4" metadata/_custom_type_script = "uid://couw105c3bde4"

View File

@@ -5,9 +5,10 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control public partial class PlayerUi : Control
{ {
internal TextureRect[] _dashIcons = new TextureRect[3]; internal TextureRect[] DashIcons = new TextureRect[3];
private TextureRect _enemyTarget; private TextureRect _enemyTarget = null!;
private Healthbar _healthbar; private Healthbar _healthbar = null!;
private Healthbar _manabar = null!;
public enum TargetState public enum TargetState
{ {
@@ -25,12 +26,13 @@ public partial class PlayerUi : Control
public override void _Ready() public override void _Ready()
{ {
_dashIcons[0] = GetNode<TextureRect>("%Dash1"); DashIcons[0] = GetNode<TextureRect>("%Dash1");
_dashIcons[1] = GetNode<TextureRect>("%Dash2"); DashIcons[1] = GetNode<TextureRect>("%Dash2");
_dashIcons[2] = GetNode<TextureRect>("%Dash3"); DashIcons[2] = GetNode<TextureRect>("%Dash3");
_enemyTarget = GetNode<TextureRect>("%EnemyTarget"); _enemyTarget = GetNode<TextureRect>("%EnemyTarget");
_healthbar = GetNode<Healthbar>("%Healthbar"); _healthbar = GetNode<Healthbar>("%Healthbar");
_manabar = GetNode<Healthbar>("%Manabar");
} }
public void Initialize(float initialHealth) public void Initialize(float initialHealth)
@@ -59,7 +61,7 @@ public partial class PlayerUi : Control
public void SetNumberOfDashesLeft(int numberOfDashes) public void SetNumberOfDashesLeft(int numberOfDashes)
{ {
int index = 1; int index = 1;
foreach (var dashIcon in _dashIcons) foreach (var dashIcon in DashIcons)
{ {
dashIcon.SetVisible(index <= numberOfDashes); dashIcon.SetVisible(index <= numberOfDashes);
index++; index++;
@@ -70,4 +72,9 @@ public partial class PlayerUi : Control
{ {
_healthbar.CurrentHealth = healthChanged.CurrentHealth; _healthbar.CurrentHealth = healthChanged.CurrentHealth;
} }
public void OnManaChanged(float newValue)
{
_manabar.CurrentHealth = newValue;
}
} }

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")]
@@ -84,43 +84,40 @@ 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"); FpRig = GetNode<Node3D>("FPRig");
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword"); RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry"); RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword"); LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation; LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin; _slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
_slidingNoise.SetFrequency(SlidingJitterFrequency); _slidingNoise.SetFrequency(SlidingJitterFrequency);
@@ -128,34 +125,34 @@ public partial class HeadSystem : Node3D
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")

View File

@@ -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 = 3.0 ManaRegenPause = 2.0
metadata/_custom_type_script = "uid://d0l07gcx1ef18" metadata/_custom_type_script = "uid://d0l07gcx1ef18"

View File

@@ -5,5 +5,5 @@
[resource] [resource]
script = ExtResource("1_ecb1p") script = ExtResource("1_ecb1p")
ManaRegenRate = 20.0 ManaRegenRate = 20.0
Frequency = 0.1 Frequency = 0.05
metadata/_custom_type_script = "uid://di04jvuqp0h7m" metadata/_custom_type_script = "uid://di04jvuqp0h7m"

View File

@@ -2309,13 +2309,18 @@ public partial class PlayerController : CharacterBody3D,
HandleEnemyTargeting(); HandleEnemyTargeting();
} }
private float _oldMana = 100;
public override void _Process(double delta) public override void _Process(double delta)
{ {
// Manage head and camera movement // Manage head and camera movement
LookAround(delta); LookAround(delta);
EffectsManager.UpdateEffects(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;
} }
/////////////////////////// ///////////////////////////

View File

@@ -4,8 +4,10 @@ using System;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")]
public partial class Healthbar : ProgressBar public partial class Healthbar : ProgressBar
{ {
private Timer _damageCatchUpTimer; private Timer _damageCatchUpTimer = null!;
private ProgressBar _damagedHealth; private ProgressBar _damagedHealth = null!;
[Export] public StyleBox? BarStyle;
private float _currentHealth; private float _currentHealth;
public float CurrentHealth public float CurrentHealth
@@ -21,6 +23,9 @@ public partial class Healthbar : ProgressBar
_damageCatchUpTimer.Timeout += OnDamageCatchUp; _damageCatchUpTimer.Timeout += OnDamageCatchUp;
Visible = false; Visible = false;
if (BarStyle != null)
AddThemeStyleboxOverride("fill", BarStyle);
} }
public void Initialize(float initialHealth) public void Initialize(float initialHealth)

View File

@@ -5,7 +5,7 @@
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"] [sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0k5hr"] [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"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0sgot"]
bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1) bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1)

View File

@@ -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]

View File

@@ -99,7 +99,7 @@ public class PlayerControllerUnitTest
{ {
var mockUi = new PlayerUi(); var mockUi = new PlayerUi();
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() }; var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
mockUi._dashIcons = dashIcons; mockUi.DashIcons = dashIcons;
_player.PlayerUi = mockUi; _player.PlayerUi = mockUi;