Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 510246c341 | |||
| b184bcdea5 | |||
| cf52af4237 | |||
| e0fc301414 |
@@ -139,7 +139,6 @@ theme_override_constants/margin_bottom = 10
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||||
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||||
[node name="TutoMoveAndLook" type="VBoxContainer" parent="TutorialController/PanelContainer/MarginContainer"]
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unique_name_in_owner = true
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visible = false
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layout_mode = 2
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theme_override_constants/separation = 0
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||||
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||||
@@ -375,10 +374,9 @@ shadow_opacity = 0.95
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shadow_blur = 2.435
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[node name="Player" parent="." node_paths=PackedStringArray("TutorialWeaponTarget") instance=ExtResource("1_2vsi6")]
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transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, -6, 75.5, -13.5)
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transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, 0, -132.75, 118)
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collision_layer = 17
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TutorialWeaponTarget = NodePath("../PlacedTutorialWeapon/WeaponLocationTarget")
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TutorialDone = true
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AccelerationAir = 1.5
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[node name="DebugLayer" type="CanvasLayer" parent="."]
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@@ -1,6 +1,7 @@
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[gd_scene load_steps=47 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=48 format=3 uid="uid://bei4nhkf8lwdo"]
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[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
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[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
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[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="3_cresl"]
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[ext_resource type="Resource" uid="uid://cpdaw41ah5gic" path="res://systems/inputs/base_mode/rotate_y.tres" id="4_rxwoh"]
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[ext_resource type="Resource" uid="uid://ccrb5xsnphc8" path="res://systems/inputs/base_mode/rotate_floorplane.tres" id="5_4u7i3"]
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@@ -66,6 +67,7 @@ AccelerationAir = 2.0
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DecelerationAir = 0.1
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Weight = 5.0
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MantleTime = 0.2
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MantlePath = ExtResource("2_6lejt")
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CoyoteTime = 0.3
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SimpleJumpStartVelocity = 8.0
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SimpleJumpHangTimeInFrames = 1
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@@ -250,6 +252,7 @@ offset_left = 1524.0
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offset_top = 1.0
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offset_right = -8.0
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offset_bottom = 1.0
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enabled = false
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initial_node_to_watch = NodePath("../StateChart")
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[node name="UI" type="Control" parent="."]
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@@ -761,6 +764,12 @@ to = NodePath("../../Running")
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event = &"coyote_expired"
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delay_in_seconds = "0.0"
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[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/CoyoteEnabled")
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event = &"start_falling"
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delay_in_seconds = "0.0"
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[node name="Running" type="Node" parent="StateChart/Root/Movement/OnWall"]
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script = ExtResource("27_34snm")
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@@ -770,6 +779,12 @@ to = NodePath("../../../Jump/SimpleJump")
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event = &"jump"
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delay_in_seconds = "0.0"
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[node name="OnLeaveWall" type="Node" parent="StateChart/Root/Movement/OnWall/Running"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/CoyoteEnabled")
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event = &"start_falling"
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delay_in_seconds = "0.0"
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[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
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[connection signal="input_aim_down" from="InputController" to="." method="OnInputAimDown"]
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[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]
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@@ -82,7 +82,7 @@ public partial class PlayerController : CharacterBody3D
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float MantleTime { get; set; } = 0.1f;
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[Export]
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public PackedScene MantlePath { get; set; } = GD.Load<PackedScene>("res://scenes/path/Path.tscn");
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public PackedScene MantlePath { get; set; }
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// Jump
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[ExportGroup("Jump")]
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@@ -225,10 +225,12 @@ public partial class PlayerController : CharacterBody3D
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private Transition _onJumpFromWall2;
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private Transition _onJumpFromWall3;
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private Transition _onMegajumpFromWall;
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private Transition _onLeaveWallFromRunCoyote;
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private Transition _onLeaveWallFromRun;
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private float _playerHeight;
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private float _playerRadius;
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private bool _isJumpInputPressed = false;
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private bool _isJumpInputPressed;
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private float _lookSensitivityMultiplier = 1.0f;
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private float _mouseSensitivityMultiplier = 1.0f;
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@@ -319,6 +321,8 @@ public partial class PlayerController : CharacterBody3D
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_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
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_onWallRunning = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Running"));
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_onWallRunningCoyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"));
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_onLeaveWallFromRun = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnLeaveWall"));
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_onLeaveWallFromRunCoyote = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled/OnLeaveWall"));
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// State timers
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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@@ -411,6 +415,8 @@ public partial class PlayerController : CharacterBody3D
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_onJumpFromWall2.Taken += OnJumpFromWall;
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_onJumpFromWall3.Taken += OnJumpFromWall;
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_onMegajumpFromWall.Taken += OnMegajumpFromWall;
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_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
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_onLeaveWallFromRunCoyote.Taken += OnLeaveWallFromRun;
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}
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public void SetAllowedInputsAll()
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@@ -538,6 +544,7 @@ public partial class PlayerController : CharacterBody3D
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return;
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var newWallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
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if (newWallNormal.AngleTo(_wallHugStartNormal) > Mathf.Pi/4) return;
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_wallHugStartNormal = newWallNormal;
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}
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@@ -555,6 +562,11 @@ public partial class PlayerController : CharacterBody3D
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public void OnWallStopped()
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{
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}
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public void OnLeaveWallFromRun()
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{
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SimpleDashInDirection(Velocity.Normalized());
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}
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public void HandleWallHugging(float delta)
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{
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@@ -746,6 +758,10 @@ public partial class PlayerController : CharacterBody3D
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}
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private Path _mantlePath;
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private bool _customMantle;
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private Transform3D _customMantleStartTransform;
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private Curve3D _customMantleCurve;
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private Vector3 _mantleStartPosition;
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public void OnMantleStarted()
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{
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HeadSystem.OnMantle();
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@@ -755,10 +771,13 @@ public partial class PlayerController : CharacterBody3D
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{
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GD.PrintErr("Failed to instantiate MantlePath");
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return;
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};
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}
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var transform = _customMantle ? _customMantleStartTransform : MantleSystem.GlobalTransform;
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var curve = _customMantle ? _customMantleCurve : MantleSystem.MantleCurve;
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GetTree().GetRoot().AddChild(_mantlePath);
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_mantlePath.Setup(MantleSystem.GlobalTransform, MantleSystem.MantleCurve);
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_mantlePath.Setup(transform, curve);
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_mantleStartPosition = GlobalPosition;
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var tween = GetTree().CreateTween();
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tween.SetTrans(Tween.TransitionType.Linear);
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@@ -772,14 +791,29 @@ public partial class PlayerController : CharacterBody3D
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GlobalPosition = _mantlePath.Target.GlobalPosition;
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}
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public void SimpleDashInDirection(Vector3 direction)
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{
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SetVelocity(direction * SimpleDashStrength);
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}
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public void SimpleDash()
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{
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SimpleDashInDirection(GetInputGlobalHDirection());
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}
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public void MantleFinished()
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{
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_mantlePath.Teardown();
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var direction = GetInputGlobalHDirection();
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if (direction.Length() > 0)
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var isThereMovementInput = GetMoveInput().Length() > 0;
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if (isThereMovementInput)
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{
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SetVelocity(direction * SimpleDashStrength);
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// If there's a movement input on Mantle, we dash in the direction the mantle took place
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var positionDifference = GlobalPosition - _mantleStartPosition;
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var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
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SimpleDashInDirection(directionHorizontal.Normalized());
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}
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_customMantle = false;
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_playerState.SendEvent("grounded");
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}
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@@ -1034,7 +1068,6 @@ public partial class PlayerController : CharacterBody3D
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}
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private Vector3 _preDashVelocity = Vector3.Zero;
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public void OnAimedDashStarted()
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{
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// Adjusting for player height, where the middle of the capsule should get to the dash location instead of the
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@@ -1048,9 +1081,10 @@ public partial class PlayerController : CharacterBody3D
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var dashTween = CreatePositionTween(correctedLocation, AimedDashTime);
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// dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
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dashTween.Finished += AimedDashTweenEnded;
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_shouldMantleOnDashEnded = DashSystem.ShouldMantle;
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_mantleLocation = DashSystem.PlannedMantleLocation;
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_customMantle = DashSystem.ShouldMantle;
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_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
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_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
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}
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Tween CreatePositionTween(Vector3 targetLocation, float tweenTime)
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@@ -1069,6 +1103,13 @@ public partial class PlayerController : CharacterBody3D
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_playerState.SendEvent("dash_finished");
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}
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public void OnAimedDashFinished()
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{
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
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Velocity = _dashDirection * postDashVelocity;
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if (_customMantle) _playerState.SendEvent("mantle");
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}
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public void PlaceWeaponForTutorial()
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{
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if (TutorialDone)
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@@ -1107,29 +1148,12 @@ public partial class PlayerController : CharacterBody3D
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DashSystem.CollisionNormal);
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}
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public void OnAimedDashFinished()
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{
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var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
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Velocity = _dashDirection * postDashVelocity;
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if (_shouldMantleOnDashEnded)
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{
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// TODO update post dash mantle
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// MantleToLocation(_mantleLocation);
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GD.Print("update post dash mantle");
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}
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}
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public void OnSimpleDashStarted()
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{
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if (!_canDash)
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return;
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_canDash = false;
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var dashStrength = SimpleDashStrength;
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var direction = GetInputGlobalHDirection();
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SetVelocity(direction * dashStrength);
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SimpleDash();
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}
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public void HandleSimpleDash(float delta)
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@@ -20,10 +20,10 @@ public partial class DashSystem: Node3D
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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public MantleSystem MantleSystem { get; set; }
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _playerCast3D;
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private Camera3D _camera;
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private Vector3 _dashDirection = Vector3.Zero;
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@@ -31,7 +31,6 @@ public partial class DashSystem: Node3D
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private MeshInstance3D _dashDropIndicator;
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private MeshInstance3D _dashDropLocationIndicator;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private CpuParticles3D _dashIndicator;
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private AnimationPlayer _dashIndicatorAnim;
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@@ -47,9 +46,6 @@ public partial class DashSystem: Node3D
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public delegate void DashProgressEventHandler(float progress);
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private Vector3 _globalDashPosition = Vector3.Zero;
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private float _playerHeight;
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private float _playerRadius;
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public float DashCastRadius { get; set; }
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@@ -65,16 +61,11 @@ public partial class DashSystem: Node3D
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_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
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_dashDropLocationIndicator.Visible = false;
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_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
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var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape!.Radius;
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_head = head;
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_camera = camera;
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_mantleSystem = GetNode<MantleSystem>("MantleSystem");
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_mantleSystem.Init();
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MantleSystem = GetNode<MantleSystem>("MantleSystem");
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MantleSystem.Init();
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_dashTarget = GetNode<MeshInstance3D>("DashTarget");
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_dashTarget.SetVisible(false);
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@@ -109,14 +100,15 @@ public partial class DashSystem: Node3D
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|
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
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|
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ShouldMantle = false;
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var mantleLocation = Vector3.Zero;
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if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
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{
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var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedLocation, CollisionNormal);
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ShouldMantle = mantleResult.IsSome(out mantleLocation);
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}
|
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PlannedMantleLocation = mantleLocation;
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// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
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// Then query it being careful when dashing underneath a platform and such
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MantleSystem.SetGlobalPosition(PlannedLocation);
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MantleSystem.SetRotation(new Vector3(
|
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MantleSystem.Rotation.X,
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_head.Rotation.Y,
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MantleSystem.Rotation.Z));
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MantleSystem.ProcessMantle(false);
|
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ShouldMantle = MantleSystem.IsMantlePossible;
|
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|
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// Setup dash target
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var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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@@ -124,7 +116,7 @@ public partial class DashSystem: Node3D
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
|
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_dashTarget.SetVisible(true);
|
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var targetLocation = ShouldMantle ? PlannedMantleLocation : PlannedLocation;
|
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var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
|
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_dashTarget.SetGlobalPosition(targetLocation);
|
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|
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var shouldShowDropIndicator = !HasHit && !ShouldMantle;
|
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@@ -160,6 +152,5 @@ public partial class DashSystem: Node3D
|
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public void StartPreparingDash()
|
||||
{
|
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_dashTarget.SetVisible(true);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://cqduhd4opgwvm"]
|
||||
[gd_scene load_steps=9 format=3 uid="uid://cqduhd4opgwvm"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dwoppk8j5fxeg" path="res://systems/dash/DashSystem.cs" id="1_hwig2"]
|
||||
[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="2_jngg2"]
|
||||
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="2_pff7b"]
|
||||
[ext_resource type="PackedScene" uid="uid://hd0868f4pb63" path="res://systems/dash/dash_indicator.tscn" id="2_tqt6i"]
|
||||
|
||||
@@ -24,16 +23,8 @@ outer_radius = 0.5
|
||||
script = ExtResource("1_hwig2")
|
||||
DashIndicatorScene = ExtResource("2_tqt6i")
|
||||
|
||||
[node name="PlayerShapeCast3D" type="ShapeCast3D" parent="."]
|
||||
visible = false
|
||||
shape = ExtResource("2_jngg2")
|
||||
target_position = Vector3(0, 0, 0)
|
||||
collision_mask = 2
|
||||
debug_shape_custom_color = Color(0.863327, 0.636844, 0, 1)
|
||||
|
||||
[node name="DashCast3D" type="ShapeCast3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
|
||||
visible = false
|
||||
shape = SubResource("SphereShape3D_jngg2")
|
||||
target_position = Vector3(0, 0, -12)
|
||||
max_results = 1
|
||||
@@ -42,7 +33,6 @@ debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
|
||||
|
||||
[node name="DashCastDrop" type="ShapeCast3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 1.6, 0)
|
||||
visible = false
|
||||
shape = SubResource("SphereShape3D_jngg2")
|
||||
target_position = Vector3(0, 0, -50)
|
||||
max_results = 1
|
||||
@@ -54,7 +44,6 @@ mesh = SubResource("SphereMesh_qu4wy")
|
||||
surface_material_override/0 = SubResource("StandardMaterial3D_v31n3")
|
||||
|
||||
[node name="MantleSystem" parent="." instance=ExtResource("2_pff7b")]
|
||||
visible = false
|
||||
MantleEndLocationDistanceFromWall = 0.25
|
||||
MantleHeightCastStart = 2.0
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ public partial class MantleSystem: Node3D
|
||||
private ShapeCast3D _inAirWallDetect;
|
||||
private ShapeCast3D _groundedWallDetect;
|
||||
public Curve3D MantleCurve { get; private set; }
|
||||
public Vector3 FirstMantleProfilePoint { get; private set; } = Vector3.Zero;
|
||||
|
||||
public bool IsMantlePossible { get; private set; } = false;
|
||||
public const int WallProfileCastCount = 7;
|
||||
@@ -86,6 +87,7 @@ public partial class MantleSystem: Node3D
|
||||
if (isCollisionSameAsTarget || isCollidingWithWall) continue;
|
||||
|
||||
// We have a valid collision
|
||||
if (!hasFirstProfileHit) FirstMantleProfilePoint = profilePoint;
|
||||
hasFirstProfileHit = true;
|
||||
MantleCurve.AddPoint(ToLocal(profilePoint));
|
||||
}
|
||||
@@ -93,34 +95,4 @@ public partial class MantleSystem: Node3D
|
||||
|
||||
IsMantlePossible = true;
|
||||
}
|
||||
|
||||
public Option<Vector3> FindMantle()
|
||||
{
|
||||
if (!_wallInFrontCast3D.IsColliding())
|
||||
{
|
||||
return Option<Vector3>.None;
|
||||
}
|
||||
if (_wallInFrontCast3D.GetCollisionNormal(0).Y > 0.8f)
|
||||
{
|
||||
return Option<Vector3>.None;
|
||||
}
|
||||
|
||||
var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
|
||||
var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
|
||||
return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
|
||||
}
|
||||
|
||||
public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
|
||||
{
|
||||
var horizontalEndLocation = point - wallNormal * MantleEndLocationDistanceFromWall;
|
||||
var shapeCastStartLocation = horizontalEndLocation + Vector3.Up * MantleHeightCastStart;
|
||||
|
||||
_mantleCast3D.SetGlobalPosition(shapeCastStartLocation);
|
||||
var targetLocation = Vector3.Down * MantleHeightCastStart + Vector3.Up * MaxStepHeight;
|
||||
_mantleCast3D.SetTargetPosition(targetLocation);
|
||||
|
||||
if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y >= 0.1f)
|
||||
return Option.Some(_mantleCast3D.GetCollisionPoint(0));
|
||||
return Option<Vector3>.None;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user