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@@ -49,6 +49,7 @@ public partial class PlayerController : CharacterBody3D
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public CylinderMesh DashIndicatorMeshCylinder;
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public RayCast3D WallRunSnapper;
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public ShapeCast3D GroundDetector;
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public RayCast3D DirectGroundDetector;
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// Inspector stuff
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[Export] public Marker3D TutorialWeaponTarget;
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@@ -142,6 +143,8 @@ public partial class PlayerController : CharacterBody3D
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public float AccelerationGroundSlide = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float DecelerationGroundSlide = 0.1f;
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[Export(PropertyHint.Range, "0.99,1,0.0001")]
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public float FlatGroundSlideSpeedLossRate = 0.9975f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float GroundSlideJumpMultiplier = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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@@ -282,6 +285,7 @@ public partial class PlayerController : CharacterBody3D
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private StateChartState _groundSliding;
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private StateChartState _airGliding;
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private StateChartState _airGlidingDoubleJump;
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private StateChartState _slideCanceled;
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private StateChartState _slamming;
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private StateChartState _onWall;
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private StateChartState _onWallHugging;
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@@ -332,6 +336,7 @@ public partial class PlayerController : CharacterBody3D
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WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
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WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
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GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
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DirectGroundDetector = GetNode<RayCast3D>("DirectGroundDetector");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
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@@ -354,6 +359,7 @@ public partial class PlayerController : CharacterBody3D
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_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
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_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding"));
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_slideCanceled = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/SlideCanceled"));
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_groundSliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide"));
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_airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide"));
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_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
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@@ -450,6 +456,8 @@ public partial class PlayerController : CharacterBody3D
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_sliding.StateEntered += SlideStarted;
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_sliding.StateExited += SlideEnded;
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_slideCanceled.StateEntered += OnSlideCanceled;
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_slideCanceled.StatePhysicsProcessing += HandleSlideCanceled;
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_groundSliding.StatePhysicsProcessing += HandleGroundSlide;
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_airGliding.StatePhysicsProcessing += HandleAirGlide;
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_airGlidingDoubleJump.StatePhysicsProcessing += HandleAirGlide;
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@@ -1265,11 +1273,11 @@ public partial class PlayerController : CharacterBody3D
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);
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public Vector3 GetGroundPosition()
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{
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return GroundDetector.GetCollisionPoint(0);
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return DirectGroundDetector.GetCollisionPoint();
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}
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public Vector3 GetGroundNormal()
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{
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return GroundDetector.GetCollisionNormal(0);
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return DirectGroundDetector.GetCollisionNormal();
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}
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public SlopeRecord GetSlope()
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{
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@@ -1289,39 +1297,63 @@ public partial class PlayerController : CharacterBody3D
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{
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// Store current velocity
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var currentVelocity = Velocity.Length();
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var finalSpeed = currentVelocity * FlatGroundSlideSpeedLossRate;
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// Going down slope?
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var (position, normal, slopeDirection, slopeAngleRadians) = GetSlope();
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// Change velocity based on Input
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var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
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var newVelocityDirection = new Vector3(horizontalVelocity.X, 0, horizontalVelocity.Z).Normalized();
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var newVelocityDirection = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z).Normalized();
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var newVelocityHDirection = new Vector3(horizontalVelocity.X, 0, horizontalVelocity.Z).Normalized();
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// var redirectedVelocity = newVelocityDirection.Slide(normal);
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var redirectedVelocity = newVelocityDirection;
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var speedFactorFromDownSlope = 1f;
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if (slopeAngleRadians > Mathf.Epsilon)
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{
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var slopeHDirection = new Vector3(slopeDirection.X, 0, slopeDirection.Z);
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redirectedVelocity = newVelocityDirection.Lerp(slopeHDirection, delta * GroundSlideSlopeMagnetism);
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var angleBetweenVelocityAndSlope = redirectedVelocity.AngleTo(slopeHDirection);
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var cosAngle = Mathf.Cos(angleBetweenVelocityAndSlope);
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var redirectedVVelocity = slopeDirection.Y * cosAngle;
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var angleBetweenVelocityAndSlope = newVelocityHDirection.AngleTo(slopeHDirection);
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var velocitySlopeAlignment = Mathf.Cos(angleBetweenVelocityAndSlope);
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var slopeSpeedFactor = Mathf.Remap(velocitySlopeAlignment, -1, 1, 0.98, 1.02);
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var speedFactorFromDownSlope = Velocity.Length() > GroundSlideDownSlopeMaxSpeed ? 1f : slopeSpeedFactor;
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finalSpeed *= (float) speedFactorFromDownSlope;
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redirectedVelocity = new Vector3(redirectedVelocity.X, redirectedVVelocity, redirectedVelocity.Z);
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speedFactorFromDownSlope = Velocity.Length() > GroundSlideDownSlopeMaxSpeed ? 1f : 1f + GroundSlideDownSlopeAcceleration * GetFloorAngle() * cosAngle;
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// var redirectedVVelocity = slopeDirection.Y * velocitySlopeAlignment;
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// redirectedVelocity = new Vector3(redirectedVelocity.X, redirectedVVelocity, redirectedVelocity.Z);
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// Moving upslope and not enough speed
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if (velocitySlopeAlignment < 0 && DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f) _playerState.SendEvent("slide_canceled");
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}
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else if (DirectGroundDetector.IsColliding() && Velocity.Length() < WalkSpeed / 2f)
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{
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// Moving on flat ground and not enough speed
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_playerState.SendEvent("slide_canceled");
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}
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// Preserve velocity when changing direction
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var finalVelocity = redirectedVelocity.Normalized() * currentVelocity * speedFactorFromDownSlope;
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var finalVelocity = redirectedVelocity.Normalized() * finalSpeed;
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Velocity = finalVelocity;
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if (DirectGroundDetector.IsColliding())
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{
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GlobalPosition = new Vector3(GlobalPosition.X, position.Y, GlobalPosition.Z);
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}
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}
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public void OnSlideCanceled()
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{
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_targetSpeed = WalkSpeed;
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}
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public void HandleSlideCanceled(float delta)
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{
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HandleGrounded(delta);
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}
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public void HandleGroundSlide(float delta)
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{
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SlideOnGround(delta);
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if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
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if (!isOnFloorCustom())
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if (!isOnFloorCustom() && !DirectGroundDetector.IsColliding())
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_playerState.SendEvent("start_falling");
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}
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