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Author SHA1 Message Date
417d9f5a6b changed main scene
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2025-10-16 17:17:13 +02:00
591993a1f2 textures
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2025-10-16 11:27:55 +02:00
e39620ce52 F O G
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2025-10-15 13:57:44 +02:00
7312b2b22b second part of city well on track
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2025-10-14 23:15:55 +02:00
45e8ac2f3c mor city
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2025-10-13 17:12:03 +02:00
46bea7ba14 more greyboxing
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2025-10-07 10:28:11 +02:00
c35ce49669 more greyboxing
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2025-10-03 16:55:24 +02:00
c1e8235895 moving away from blend files and using explicit imports through gltf
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2025-10-03 15:45:40 +02:00
1813973daa weapon clip fix
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2025-09-16 11:01:31 +02:00
7b036c5889 fixed mantle after dash bug
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2025-09-16 10:28:41 +02:00
95 changed files with 4657 additions and 1309 deletions

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shader_type spatial;
uniform float blendSharpness;
uniform float specular = 0.0;
uniform vec4 albedoTint : source_color = vec4(1.0);
uniform float roughnessMultiplier = 1.0;
uniform vec4 floorAlbedoTint : source_color = vec4(1.0);
uniform float floorRoughnessMultiplier = 1.0;
uniform sampler2D textureMap : source_color;
uniform sampler2D roughnessMap : hint_roughness_gray;
uniform sampler2D normalMap : hint_normal;
uniform sampler2D heightMap : hint_default_white;
uniform float normalMapStrength : hint_range(0, 1) = 1.0;
uniform float uvScale = 1.0;
uniform bool enableFloor = false;
uniform sampler2D floorTextureMap : source_color;
uniform sampler2D floorRoughnessMap : hint_roughness_gray;
uniform sampler2D floorNormalMap : hint_normal;
uniform sampler2D floorHeightMap : hint_default_white;
uniform float floorUvScale = 1.0;
uniform bool enablePom = true;
uniform int heightMinLayers = 8;
uniform int heightMaxLayers = 64;
uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
void vertex() {
// Transform the vertex position to world space
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Transform the vertex normal to world space
worldNormal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
// TODO conditionals...
vec2 scaleUV(float yDot, vec2 uv) {
return uv * (enableFloor && yDot > 0.0 ? floorUvScale : uvScale);
}
// TODO conditionals...
vec4 sampleColor(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorTextureMap, uv)*floorAlbedoTint : texture(textureMap, uv)*albedoTint;
}
// TODO conditionals...
vec4 sampleRoughness(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorRoughnessMap, uv)*floorRoughnessMultiplier : texture(roughnessMap, uv)*roughnessMultiplier;
}
// TODO conditionals...
vec4 sampleHeight(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorHeightMap, uv) : texture(heightMap, uv);
}
// TODO conditionals...
vec4 sampleNormal(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorNormalMap, uv) : texture(normalMap, uv);
}
vec4 triplanarSample(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleColor(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
vec4 triplanarRoughness(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleRoughness(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
// The simplest appoach suggested in the goat's article:
// https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
vec3 triplanarNormal(float yDot, vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend) {
// Tangent space normal maps
vec3 tnormalX = texture(normalMap, uvX).rgb;
vec3 tnormalY = sampleNormal(yDot, uvY).rgb;
vec3 tnormalZ = texture(normalMap, uvZ).rgb;
// Get the sign (-1 or 1) of the surface normal
vec3 axisSign = sign(worldNormal);
// Flip tangent normal z to account for surface normal facing
tnormalX.z *= axisSign.x;
tnormalY.z *= axisSign.y;
tnormalZ.z *= axisSign.z;
// Swizzle tangent normals to match world orientation and triblend
return normalize(
tnormalX.zyx * blend.x +
tnormalY.xzy * blend.y +
tnormalZ.xyz * blend.z
);
}
// Adapted from the tutorial. Changed to accept a viewDir which represents each plane.
// https://www.youtube.com/watch?v=LrnE5f3h2SU
vec2 pomUV(float yDot, vec2 m_base_uv, vec3 viewDir) {
float viewDot = dot(viewDir, vec3(1, 0, 0));
float minLayers = float(min(heightMinLayers, heightMaxLayers));
float maxLayers = float(max(heightMinLayers, heightMaxLayers));
float numLayers = mix(maxLayers, minLayers, abs(viewDot));
numLayers = clamp(numLayers, minLayers, maxLayers);
float layerDepth = 1.0f / numLayers;
vec2 uvOffset = viewDir.xy * heightScale / numLayers;
// tracks how "deep" we are on each iteration
float currentLayerDepth = 0.0;
// tracks how deep the heightmap; adjusted on each iteration as UVs shift
float depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
// loop until the current layer is deeper than the heightmap (hit)
// the 100 iteration cap is because I'm paranoid
for (int i = 0; i < 100 && currentLayerDepth < depthMapValue; i++) {
m_base_uv -= uvOffset;
depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
currentLayerDepth += layerDepth;
}
// occlusion (interpolate with prev value)
vec2 prevUV = m_base_uv + uvOffset;
float afterDepth = depthMapValue - currentLayerDepth;
float beforeDepth = 1.0 - sampleHeight(yDot, prevUV).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
m_base_uv = prevUV * weight + m_base_uv * (1.0 - weight);
return m_base_uv;
}
void fragment() {
// Calculate blending
float yDot = dot(worldNormal, vec3(0.0, 1.0, 0.0));
vec3 blend = vec3(
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(1.0, 0.0, 0.0)))),
smoothstep(blendSharpness, 1.0, abs(yDot)),
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(0.0, 0.0, 1.0))))
);
// view dir will be swizzled to match coordinates
vec3 viewDir = normalize(CAMERA_POSITION_WORLD - worldPos);
// Calculate texture coordinates
vec2 texCoordX = worldPos.zy * uvScale;
vec2 texCoordY = scaleUV(yDot, worldPos.zx);
vec2 texCoordZ = worldPos.xy * uvScale;
// TODO conditionals...
if (enablePom) {
texCoordX = pomUV(yDot, texCoordX, viewDir.zyx);
texCoordY = pomUV(yDot, texCoordY, viewDir.zxy);
texCoordZ = pomUV(yDot, texCoordZ, viewDir.xyz);
}
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
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shader_parameter/floorAlbedoTint = Color(0.99232787, 0.92830753, 0.851413, 1)
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shader_parameter/heightMap = ExtResource("5_0ulld")
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process/hdr_clamp_exposure=false
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detect_3d/compress_to=1

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importer="texture"
type="CompressedTexture2D"
uid="uid://qsqveq4oifw4"
path="res://.godot/imported/px.png-34404ac21659a59edf3d6c7f85f54bcb.ctex"
metadata={
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dest_files=["res://.godot/imported/px.png-34404ac21659a59edf3d6c7f85f54bcb.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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roughness/src_normal=""
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@@ -0,0 +1,88 @@
shader_type spatial;
uniform vec3 albedo : source_color;
uniform vec3 albedo2 : source_color;
uniform float metallic : hint_range(0.0, 1.0, 0.01) = 0;
uniform float roughness : hint_range(0.0, 1.0, 0.01) = 0.02;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
uniform vec2 wave_direction = vec2(0.0, 0.0);
uniform vec2 wave_direction2 = vec2(0.0, 0.0);
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform vec4 color_deep : source_color;
uniform vec4 color_shallow : source_color;
uniform float beers_law = 2.0;
uniform float depth_offset = -0.75;
uniform float depth_color_change = 5.0;
uniform float edge_scale = 0.1;
uniform float near = 1.0;
uniform float far = 100.0;
uniform vec3 edge_color : source_color;
uniform sampler2D waves;
uniform float noise_scale = 10.0;
uniform float height_scale = 0.15;
varying float height;
varying vec3 world_pos;
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount);
}
float edge(float depth)
{
depth = 1.0 - 2.0*depth;
return near * far / (far + depth * (near - far));
}
void vertex() {
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
height = texture(waves, world_pos.xz / noise_scale + TIME * time_scale).r;
VERTEX.y += height * height_scale;
}
void fragment() {
float depth_tex = clamp(pow(texture(depth_texture, SCREEN_UV).r * depth_color_change, 5.0), 0.0, 1.0);
float depth = PROJECTION_MATRIX[3][2] / (clamp(depth_tex, 0.0, 1.0) + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
vec3 screen_color = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
vec3 color = mix(screen_color*depth_color, depth_color*0.25, depth_blend_power*0.5);
float z_depth = edge(texture(depth_texture, SCREEN_UV).x);
float z_pos = edge(FRAGCOORD.z);
float z_dif = z_depth - z_pos;
vec2 time = (TIME * wave_direction) * time_scale;
vec2 time2 = (TIME * wave_direction2) * time_scale;
vec3 normal = mix(texture(texture_normal, world_pos.xz/(noise_scale*2.0) + time).rgb, texture(texture_normal2, world_pos.xz/noise_scale + time2).rgb, 0.5);
float fresnel_alpha = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo2, fresnel_alpha);
vec3 surface_and_depth_color = mix(surface_color, color, 0.75);
vec3 with_edges = mix(edge_color, surface_color, step(edge_scale, z_dif));
ALBEDO = vec3(surface_color);
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}

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@@ -0,0 +1 @@
uid://l11jog608jo1

56
assets/water/water.tres Normal file
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@@ -0,0 +1,56 @@
[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://bibpkiinj8gq7"]
[ext_resource type="Shader" uid="uid://l11jog608jo1" path="res://assets/water/water.gdshader" id="1_441rt"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_441rt"]
noise_type = 3
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_qceba"]
noise = SubResource("FastNoiseLite_441rt")
seamless = true
as_normal_map = true
bump_strength = 6.9
[sub_resource type="FastNoiseLite" id="FastNoiseLite_v5uja"]
noise_type = 3
seed = 10
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_oqpjr"]
noise = SubResource("FastNoiseLite_v5uja")
seamless = true
as_normal_map = true
bump_strength = 2.4
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qceba"]
fractal_octaves = 3
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_v5uja"]
noise = SubResource("FastNoiseLite_qceba")
seamless = true
[resource]
render_priority = 0
shader = ExtResource("1_441rt")
shader_parameter/albedo = Color(0, 0.32156864, 0.43137255, 1)
shader_parameter/albedo2 = Color(0.23849446, 0.558395, 0.6758933, 1)
shader_parameter/metallic = 0.01999999955296
shader_parameter/roughness = 0.01999999955296
shader_parameter/texture_normal = SubResource("NoiseTexture2D_qceba")
shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_oqpjr")
shader_parameter/wave_direction = Vector2(2, 0)
shader_parameter/wave_direction2 = Vector2(0, 1)
shader_parameter/time_scale = 0.0249999994412
shader_parameter/color_deep = Color(0, 0.32156864, 0.43137255, 1)
shader_parameter/color_shallow = Color(0.37512296, 0.8792228, 0.9831924, 1)
shader_parameter/beers_law = 0.01
shader_parameter/depth_offset = -0.75
shader_parameter/depth_color_change = 73.16
shader_parameter/edge_scale = 0.395
shader_parameter/near = 1.0
shader_parameter/far = 100.0
shader_parameter/edge_color = Color(0.816028, 0.99999994, 0.9852888, 1)
shader_parameter/waves = SubResource("NoiseTexture2D_v5uja")
shader_parameter/noise_scale = 10.0
shader_parameter/height_scale = 0.1

13
assets/water/water.tscn Normal file
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@@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=3 uid="uid://c066hc7yu36wx"]
[ext_resource type="Material" uid="uid://bibpkiinj8gq7" path="res://assets/water/water.tres" id="1_6nw2d"]
[sub_resource type="PlaneMesh" id="PlaneMesh_i6g1k"]
size = Vector2(1, 1)
subdivide_width = 200
subdivide_depth = 200
[node name="Water" type="MeshInstance3D"]
cast_shadow = 0
mesh = SubResource("PlaneMesh_i6g1k")
surface_material_override/0 = ExtResource("1_6nw2d")

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@@ -53,6 +53,7 @@ WalkSpeed = 7.5
AccelerationAir = 2.0
DecelerationAir = 0.1
Weight = 5.0
MantleTime = 0.2
SimpleJumpStartVelocity = 8.0
SimpleJumpHangTimeInFrames = 1
SimpleJumpGravityLesseningFactor = 2.5
@@ -201,6 +202,7 @@ offset_left = 1524.0
offset_top = 1.0
offset_right = -8.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="UI" type="CanvasLayer" parent="."]

View File

@@ -310,7 +310,7 @@ public partial class PlayerController : CharacterBody3D
// Movement stuff
// Getting universal setting from GODOT editor to be in sync
_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
MantleSystem.Init(HeadSystem);
MantleSystem.Init();
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
WeaponSystem.Init(HeadSystem, camera);
@@ -438,7 +438,7 @@ public partial class PlayerController : CharacterBody3D
{
if (CanMantle())
{
MantleToLocation(MantleSystem.FindMantleInFrontOfPlayer().Unwrap());
MantleToLocation(MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y).Unwrap());
return;
}
@@ -871,7 +871,7 @@ public partial class PlayerController : CharacterBody3D
{
// Try mantling but don't know if this is useful
if (CanMantle())
MantleToLocation(MantleSystem.FindMantleInFrontOfPlayer().Unwrap());
MantleToLocation(MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y).Unwrap());
}
public void FinishPoweredDash()
@@ -912,7 +912,7 @@ public partial class PlayerController : CharacterBody3D
// Mantling
public bool CanMantle()
{
var mantleLocationResult = MantleSystem.FindMantleInFrontOfPlayer();
var mantleLocationResult = MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y);
return mantleLocationResult.IsSome(out _);
}
public void MantleToLocation(Vector3 location)

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@@ -15,7 +15,7 @@ warnings/check_invalid_track_paths=false
[application]
config/name="Movement tests"
run/main_scene="uid://pk8ypa04qy6x"
run/main_scene="uid://dmkw8cmalm5k"
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
config/icon="res://icon.svg"
@@ -133,3 +133,5 @@ copy_path="res://scenes"
[rendering]
textures/vram_compression/import_etc2_astc=true
environment/volumetric_fog/volume_size=192
environment/volumetric_fog/volume_depth=192

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@@ -66,7 +66,7 @@ public partial class DashSystem: Node3D
_tweenQueueSystem = tweenQueueSystem;
_mantleSystem = GetNode<MantleSystem>("MantleSystem");
_mantleSystem.Init(this);
_mantleSystem.Init();
_dashTarget = GetNode<MeshInstance3D>("DashTarget");
_dashTarget.SetVisible(false);
@@ -116,7 +116,8 @@ public partial class DashSystem: Node3D
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor);
_dashTarget.SetVisible(true);
_dashTarget.SetGlobalPosition(PlannedLocation);
var targetLocation = ShouldMantle ? PlannedMantleLocation : PlannedLocation;
_dashTarget.SetGlobalPosition(targetLocation);
}
public void StopPreparingDash()

View File

@@ -35,7 +35,7 @@ mesh = SubResource("SphereMesh_qu4wy")
surface_material_override/0 = SubResource("StandardMaterial3D_v31n3")
[node name="MantleSystem" parent="." instance=ExtResource("2_pff7b")]
MantleEndLocationDistanceFromWall = 0.3
MantleEndLocationDistanceFromWall = 0.25
MantleHeightCastStart = 2.0
[node name="DashIndicator" parent="." instance=ExtResource("2_tqt6i")]

View File

@@ -5,50 +5,40 @@ namespace Movementtests.systems;
public partial class MantleSystem: Node3D
{
[Export(PropertyHint.Range, "0,2,0.1,suffix:m,or_greater")]
[Export(PropertyHint.Range, "0,2,0.01,suffix:m,or_greater")]
public float MantleEndLocationDistanceFromWall { get; set; } = 1f;
[Export(PropertyHint.Range, "0,10,0.1,suffix:m,or_greater")]
public float MantleHeightCastStart { get; set; } = 2f;
[Export(PropertyHint.Range, "0,10,0.01,suffix:m,or_greater")]
public float MaxStepHeight = 0.5f;
private Node3D _head;
private ShapeCast3D _wallInFrontCast3D;
private ShapeCast3D _mantleCast3D;
private RayCast3D _mantleCheckCast3D;
private Option<Vector3> _mantleLocation;
public void Init(Node3D head)
public void Init()
{
_head = head;
_wallInFrontCast3D = GetNode<ShapeCast3D>("WallInFrontCast3D");
_mantleCast3D = GetNode<ShapeCast3D>("MantleCast3D");
}
public override void _PhysicsProcess(double delta)
public Option<Vector3> FindMantleForHeadRotation(float rotation)
{
base._PhysicsProcess(delta);
_wallInFrontCast3D.SetRotation(new Vector3(
_wallInFrontCast3D.Rotation.X,
_head.Rotation.Y,
rotation,
_wallInFrontCast3D.Rotation.Z));
if (!_wallInFrontCast3D.IsColliding())
{
_mantleLocation = Option<Vector3>.None;
return;
return Option<Vector3>.None;
}
var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
_mantleLocation = FindMantleLocationAtPoint(collisionPoint, collisionNormal);
}
public Option<Vector3> FindMantleInFrontOfPlayer()
{
return _mantleLocation;
return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
}
public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
@@ -59,8 +49,8 @@ public partial class MantleSystem: Node3D
_mantleCast3D.SetGlobalPosition(shapeCastStartLocation);
var targetLocation = Vector3.Down * MantleHeightCastStart + Vector3.Up * MaxStepHeight;
_mantleCast3D.SetTargetPosition(targetLocation);
if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y > 0.9f)
if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y >= 0.1f)
return Option.Some(_mantleCast3D.GetCollisionPoint(0));
return Option<Vector3>.None;
}

View File

@@ -218,22 +218,4 @@ public partial class MoveSystem : Node3D
var jumpVelocity = jumpForce * effectiveJumpDirection * boost;
_parent.Velocity = currentHorizontalVelocity + jumpVelocity;
}
public bool CanMantle()
{
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
return mantleLocationResult.IsSome(out _);
}
public Option<Tween> Mantle()
{
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
if (mantleLocationResult.IsSome(out var mantleLocation))
{
var duration = 0.1f * mantleLocation.DistanceTo(_parent.Position);
var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(mantleLocation, duration));
return tween.Some();
}
return Option<Tween>.None;
}
}

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://ckm3d6k08a72u"]
[gd_scene load_steps=10 format=3 uid="uid://ckm3d6k08a72u"]
[ext_resource type="Script" uid="uid://iii3wfto4t5b" path="res://systems/weapon/WeaponSystem.cs" id="1_csqwk"]
[ext_resource type="PackedScene" uid="uid://dbe5f0p6lvqtr" path="res://systems/tween_queue/tween_queue_system.tscn" id="2_x1nha"]
@@ -11,7 +11,14 @@
height = 1.0
radius = 0.1
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_5owyf"]
use_z_clip_scale = true
z_clip_scale = 0.9
use_fov_override = true
fov_override = 70.0
[sub_resource type="CylinderMesh" id="CylinderMesh_x1nha"]
material = SubResource("StandardMaterial3D_5owyf")
top_radius = 0.0
bottom_radius = 0.05
height = 1.0