Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4224333963 | |||
| 4dd48bed70 | |||
| abe6f42a3b | |||
| 27c67dbdd9 |
1
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1
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https://craftpix.net/file-licenses/
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Normal file
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|
||||
source_file="res://assets/swords/texture/Texture_MAp_sword.png"
|
||||
dest_files=["res://.godot/imported/Texture_MAp_sword.png-5d2e59afea3d1af36913e0e3757cf603.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
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
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=54 format=3 uid="uid://bei4nhkf8lwdo"]
|
||||
[gd_scene load_steps=52 format=3 uid="uid://bei4nhkf8lwdo"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bbbrf5ckydfna" path="res://player_controller/Scripts/PlayerController.cs" id="1_poq2x"]
|
||||
[ext_resource type="PackedScene" uid="uid://cf3rrgr1imvv4" path="res://scenes/path/path.tscn" id="2_6lejt"]
|
||||
@@ -17,11 +17,9 @@
|
||||
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
|
||||
[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
|
||||
[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
|
||||
[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
|
||||
[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="11_cresl"]
|
||||
[ext_resource type="PackedScene" uid="uid://0ysqmqphq6mq" path="res://systems/head/head_system.tscn" id="11_rxwoh"]
|
||||
[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/dash.tres" id="12_34snm"]
|
||||
[ext_resource type="Script" uid="uid://b6k73aj5povgv" path="res://player_controller/Scripts/FieldOfView.cs" id="12_m2mxi"]
|
||||
[ext_resource type="Resource" uid="uid://55b0dsvioj08" path="res://systems/inputs/base_mode/jump_pressed.tres" id="13_nob5r"]
|
||||
[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="13_r7i3q"]
|
||||
[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
|
||||
@@ -174,6 +172,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
|
||||
CameraInclineAcceleration = 20.0
|
||||
GroundedCameraIncline = 3.0
|
||||
SlidingJitterAmplitude = 0.2
|
||||
WeaponSway = 8.0
|
||||
WeaponLookRotation = 10.0
|
||||
WeaponAdjustmentSpeed = 1.0
|
||||
|
||||
[node name="MantleSystem" parent="HeadSystem" instance=ExtResource("8_qu4wy")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
|
||||
@@ -203,12 +204,6 @@ collision_mask = 256
|
||||
target_position = Vector3(0, -0.75, 0)
|
||||
collision_mask = 256
|
||||
|
||||
[node name="Bobbing" type="Node3D" parent="."]
|
||||
script = ExtResource("10_7wk1w")
|
||||
|
||||
[node name="FieldOfView" type="Node3D" parent="."]
|
||||
script = ExtResource("12_m2mxi")
|
||||
|
||||
[node name="HeadCollisionDetectors" type="Node3D" parent="."]
|
||||
visible = false
|
||||
|
||||
@@ -277,11 +272,11 @@ collision_mask = 256
|
||||
DashSpeed = 0.2
|
||||
PostDashSpeed = 30.0
|
||||
|
||||
[node name="WeaponRoot" type="Node3D" parent="."]
|
||||
|
||||
[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
|
||||
[node name="WeaponSystem" parent="." instance=ExtResource("29_wv70j")]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.173648, -0.984808, 0, 0.984808, 0.173648, 0.45268, 1.44035, -0.692528)
|
||||
ThrowForce = 15.0
|
||||
mass = 10.0
|
||||
gravity_scale = 3.0
|
||||
ThrowForce = 300.0
|
||||
StraightThrowDuration = 0.05
|
||||
|
||||
[node name="DashIndicator" type="Node3D" parent="."]
|
||||
|
||||
@@ -41,14 +41,11 @@ public partial class PlayerController : CharacterBody3D,
|
||||
// Public stuff //
|
||||
///////////////////////////
|
||||
public HeadSystem HeadSystem;
|
||||
public Bobbing Bobbing;
|
||||
public FieldOfView FieldOfView;
|
||||
public StairsSystem StairsSystem;
|
||||
public MantleSystem MantleSystem;
|
||||
public DashSystem DashSystem;
|
||||
public CollisionShape3D StandingCollider;
|
||||
public CollisionShape3D SlideCollider;
|
||||
public Node3D WeaponRoot;
|
||||
public WeaponSystem WeaponSystem;
|
||||
public WallHugSystem WallHugSystem;
|
||||
public PlayerUi PlayerUi;
|
||||
@@ -311,6 +308,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
private StateChartState _onWallHanging;
|
||||
private StateChartState _onWallRunning;
|
||||
|
||||
private Transition _onDashEnded;
|
||||
|
||||
private Transition _onJumpFromWall;
|
||||
private Transition _onJumpFromWallFalling;
|
||||
private Transition _onLeaveWallFromRun;
|
||||
@@ -340,14 +339,11 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
// Camera stuff
|
||||
HeadSystem = GetNode<HeadSystem>("HeadSystem");
|
||||
Bobbing = GetNode<Bobbing>("Bobbing");
|
||||
FieldOfView = GetNode<FieldOfView>("FieldOfView");
|
||||
Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
|
||||
Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
|
||||
|
||||
// Movement stuff
|
||||
WeaponRoot = GetNode<Node3D>("WeaponRoot");
|
||||
WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
|
||||
WeaponSystem = GetNode<WeaponSystem>("WeaponSystem");
|
||||
MantleSystem = GetNode<MantleSystem>("HeadSystem/MantleSystem");
|
||||
StandingCollider = GetNode<CollisionShape3D>("StandingCollider");
|
||||
SlideCollider = GetNode<CollisionShape3D>("SlideCollider");
|
||||
@@ -388,6 +384,7 @@ public partial class PlayerController : CharacterBody3D,
|
||||
_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
|
||||
_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
|
||||
_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
|
||||
_onDashEnded = Transition.Of(GetNode("StateChart/Root/Movement/Dashing/OnDashEnded"));
|
||||
|
||||
// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
|
||||
_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
|
||||
@@ -422,8 +419,6 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
// Camera stuff
|
||||
HeadSystem.Init();
|
||||
Bobbing.Init(camera);
|
||||
FieldOfView.Init(camera);
|
||||
|
||||
// Movement stuff
|
||||
// Getting universal setting from GODOT editor to be in sync
|
||||
@@ -501,6 +496,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
|
||||
_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
|
||||
|
||||
_onWallHanging.StateExited += RecoverWeapon;
|
||||
_onDashEnded.Taken += RecoverWeapon;
|
||||
|
||||
_onJumpFromWall.Taken += OnJumpFromWall;
|
||||
_onJumpFromWallFalling.Taken += OnJumpFromWall;
|
||||
_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
|
||||
@@ -548,9 +546,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
if (TutorialDone)
|
||||
return;
|
||||
|
||||
RemoveChild(WeaponRoot);
|
||||
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponRoot);
|
||||
WeaponRoot.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
|
||||
RemoveChild(WeaponSystem);
|
||||
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponSystem);
|
||||
WeaponSystem.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
|
||||
WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
|
||||
}
|
||||
|
||||
@@ -811,39 +809,25 @@ public partial class PlayerController : CharacterBody3D,
|
||||
var lookSensitivity = _isUsingGamepad ? _lookSensitivityMultiplier : _mouseSensitivityMultiplier;
|
||||
|
||||
var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
|
||||
var playerVelocity = GetGlobalMoveInput();
|
||||
HeadSystem.LookAround(delta, inputLookDir, playerVelocity, Velocity, wallHugContactPoint, lookSensitivity, isSliding: _groundSliding.Active);
|
||||
}
|
||||
public void RotateWeaponWithPlayer()
|
||||
{
|
||||
WeaponRoot.SetRotation(HeadSystem.Rotation);
|
||||
var moveInput = GetGlobalMoveInput();
|
||||
|
||||
var lookAroundInputs = new HeadSystem.CameraParameters(
|
||||
Delta: delta,
|
||||
LookDir: inputLookDir,
|
||||
PlayerInput: moveInput,
|
||||
PlayerVelocity:Velocity,
|
||||
WallContactPoint: wallHugContactPoint,
|
||||
SensitivitMultiplier: lookSensitivity,
|
||||
WithCameraJitter: _groundSliding.Active,
|
||||
WithCameraBobbing: _grounded.Active || _onWallRunning.Active,
|
||||
BobbingMultiplier: _headBobbingMultiplier,
|
||||
FovMultiplier: _fovChangeMultiplier);
|
||||
HeadSystem.LookAround(lookAroundInputs);
|
||||
}
|
||||
public Vector3 GetGlobalForwardFacingVector()
|
||||
{
|
||||
return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
|
||||
}
|
||||
private void CameraModifications(float delta)
|
||||
{
|
||||
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
|
||||
{
|
||||
Delta = delta,
|
||||
IsOnFloorCustom = _grounded.Active || _onWallRunning.Active,
|
||||
Velocity = Velocity,
|
||||
SettingsMultiplier = _headBobbingMultiplier
|
||||
};
|
||||
Bobbing.PerformCameraBobbing(cameraBobbingParams);
|
||||
|
||||
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
|
||||
{
|
||||
IsCrouchingHeight = false,
|
||||
Delta = delta,
|
||||
SprintSpeed = WalkSpeed,
|
||||
Velocity = Velocity,
|
||||
FOVMultiplier = _fovChangeMultiplier
|
||||
};
|
||||
FieldOfView.PerformFovAdjustment(fovParams);
|
||||
}
|
||||
|
||||
// Horizontal velocity computing
|
||||
public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
|
||||
{
|
||||
@@ -1570,9 +1554,6 @@ public partial class PlayerController : CharacterBody3D,
|
||||
}
|
||||
public void HandleAiming(float delta)
|
||||
{
|
||||
if (WeaponSystem.InHandState.Active)
|
||||
RotateWeaponWithPlayer();
|
||||
|
||||
DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
|
||||
DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
|
||||
|
||||
@@ -1640,7 +1621,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
public void ThrowWeapon()
|
||||
{
|
||||
_playerState.SendEvent("cancel_aim");
|
||||
RemoveChildNode(WeaponRoot);
|
||||
RemoveChildNode(WeaponSystem);
|
||||
HeadSystem.HideWeapon();
|
||||
|
||||
var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.PlannedLocation;
|
||||
WeaponSystem.ThrowWeapon(
|
||||
@@ -1651,7 +1633,10 @@ public partial class PlayerController : CharacterBody3D,
|
||||
}
|
||||
public void RecoverWeapon()
|
||||
{
|
||||
RecoverChildNode(WeaponRoot);
|
||||
if (WeaponSystem.GetParent() == this) return;
|
||||
|
||||
HeadSystem.ShowWeapon();
|
||||
RecoverChildNode(WeaponSystem);
|
||||
WeaponSystem.ResetWeapon();
|
||||
}
|
||||
|
||||
@@ -1704,8 +1689,6 @@ public partial class PlayerController : CharacterBody3D,
|
||||
var isPlantedUnderPlatform = WeaponSystem.IsPlantedUnderPlatform();
|
||||
var shouldDashToHanging = isPlantedOnWall || isPlantedUnderPlatform;
|
||||
|
||||
RecoverWeapon();
|
||||
|
||||
var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
|
||||
_playerState.SendEvent(resultingEvent);
|
||||
}
|
||||
@@ -1718,12 +1701,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
||||
|
||||
LookAround(delta);
|
||||
CameraModifications((float) delta);
|
||||
MoveSlideAndHandleStairs((float) delta);
|
||||
MantleSystem.ProcessMantle(_grounded.Active);
|
||||
|
||||
if (WeaponSystem.InHandState.Active)
|
||||
RotateWeaponWithPlayer();
|
||||
if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
|
||||
{
|
||||
DashIndicatorMesh.Visible = false;
|
||||
|
||||
@@ -148,6 +148,7 @@ locale/translations=PackedStringArray("res://addons/maaacks_game_template/base/t
|
||||
|
||||
[layer_names]
|
||||
|
||||
3d_render/layer_2="FirstPersonView"
|
||||
3d_physics/layer_1="Player"
|
||||
3d_physics/layer_2="2"
|
||||
3d_physics/layer_3="3"
|
||||
|
||||
@@ -6,6 +6,18 @@ namespace Movementtests.systems;
|
||||
|
||||
public partial class HeadSystem : Node3D
|
||||
{
|
||||
public record CameraParameters(
|
||||
double Delta,
|
||||
Vector2 LookDir,
|
||||
Vector3 PlayerInput,
|
||||
Vector3 PlayerVelocity,
|
||||
Vector3 WallContactPoint,
|
||||
float SensitivitMultiplier,
|
||||
bool WithCameraJitter,
|
||||
bool WithCameraBobbing,
|
||||
float BobbingMultiplier,
|
||||
float FovMultiplier);
|
||||
|
||||
private Camera3D _camera;
|
||||
private Marker3D _cameraAnchor;
|
||||
private AnimationPlayer _animationPlayer;
|
||||
@@ -13,25 +25,53 @@ public partial class HeadSystem : Node3D
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float LookSensitivity { get; set; } = 1f;
|
||||
|
||||
[ExportGroup("Camera incline")]
|
||||
[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
|
||||
public double CameraInclineAcceleration { get; set; } = 10f;
|
||||
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float WallRunCameraIncline { get; set; } = 5f;
|
||||
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float GroundedCameraIncline { get; set; } = 5f;
|
||||
|
||||
[ExportGroup("Sliding")]
|
||||
[Export(PropertyHint.Range, "0,2,0.1,or_greater")]
|
||||
public float SlidingCameraHeightOffset { get; set; } = 1.0f;
|
||||
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float SlidingJitterFrequency { get; set; } = 0.01f;
|
||||
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float SlidingJitterAmplitude { get; set; } = 0.1f;
|
||||
|
||||
private FastNoiseLite _slidingNoise = new FastNoiseLite();
|
||||
|
||||
[ExportGroup("Bobbing")]
|
||||
|
||||
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
|
||||
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
|
||||
public float BobbingFrequency { set; get; } = 2.4f;
|
||||
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
|
||||
public float BobbingAmplitude { set; get; } = 0.08f;
|
||||
|
||||
[ExportGroup("FOV")]
|
||||
[Export(PropertyHint.Range, "0,180,0.1,degrees")]
|
||||
public float BaseFov { get; set; } = 75.0f;
|
||||
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
|
||||
public float FovChangeFactor { get; set; } = 1.2f;
|
||||
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
|
||||
public float FovChangeSpeed { get; set; } = 6.25f;
|
||||
[Export(PropertyHint.Range, "0,100,1,or_greater")]
|
||||
public float FovMaxedOutSpeed { get; set; } = 20f;
|
||||
|
||||
[ExportGroup("First Person rig")]
|
||||
private Node3D _fpRig;
|
||||
private Vector3 _fpRigInitialPosition;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float WeaponSway { get; set; } = 5f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float WeaponLookRotation { get; set; } = 1f;
|
||||
[Export(PropertyHint.Range, "0,200,1,or_greater")]
|
||||
public float WeaponMoveRotation { get; set; } = 80f;
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float WeaponAdjustmentSpeed { get; set; } = 10f;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
@@ -39,7 +79,10 @@ public partial class HeadSystem : Node3D
|
||||
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
|
||||
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
|
||||
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
|
||||
|
||||
_fpRig = GetNode<Node3D>("FPRig");
|
||||
_fpRigInitialPosition = _fpRig.GlobalPosition;
|
||||
|
||||
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
|
||||
_slidingNoise.SetFrequency(SlidingJitterFrequency);
|
||||
}
|
||||
@@ -49,8 +92,19 @@ public partial class HeadSystem : Node3D
|
||||
_animationPlayer.Play("mantle");
|
||||
}
|
||||
|
||||
public void LookAround(double delta, Vector2 lookDir, Vector3 playerInput, Vector3 playerVelocity, Vector3? wallContactPoint = null, float sensitivitMultiplier = 1f, bool isSliding = false)
|
||||
public void LookAround(CameraParameters inputs)
|
||||
{
|
||||
var (delta,
|
||||
lookDir,
|
||||
playerInput,
|
||||
playerVelocity,
|
||||
wallContactPoint,
|
||||
sensitivitMultiplier,
|
||||
withCameraJitter,
|
||||
withCameraBobbing,
|
||||
bobbingMultiplier,
|
||||
fovMultiplier) = inputs;
|
||||
|
||||
// Horizontal movement of head
|
||||
float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
|
||||
RotateY(angleForHorizontalRotation);
|
||||
@@ -61,11 +115,11 @@ public partial class HeadSystem : Node3D
|
||||
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
|
||||
|
||||
// Camera incline on Wall and more
|
||||
var isWallRunning = wallContactPoint.HasValue && wallContactPoint.Value.Length() > Mathf.Epsilon;
|
||||
var isWallRunning = wallContactPoint.Length() > Mathf.Epsilon;
|
||||
float cameraIncline;
|
||||
if (isWallRunning)
|
||||
{
|
||||
var directionToWall = (wallContactPoint.Value - GlobalPosition).Normalized();
|
||||
var directionToWall = (wallContactPoint - GlobalPosition).Normalized();
|
||||
var cameraInclineFactor = ComputeCameraInclineFactor(directionToWall);
|
||||
cameraIncline = Mathf.DegToRad(WallRunCameraIncline * cameraInclineFactor);
|
||||
}
|
||||
@@ -77,7 +131,7 @@ public partial class HeadSystem : Node3D
|
||||
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
|
||||
_cameraAnchor.Rotation = currentCameraRotation;
|
||||
|
||||
if (isSliding)
|
||||
if (withCameraJitter)
|
||||
{
|
||||
_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
|
||||
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
|
||||
@@ -89,7 +143,54 @@ public partial class HeadSystem : Node3D
|
||||
_cameraAnchor.Position = Vector3.Zero;
|
||||
}
|
||||
|
||||
Vector3 newPositionForCamera = Vector3.Zero;
|
||||
Vector3 newPositionForRig = Vector3.Zero;
|
||||
if (withCameraBobbing)
|
||||
{
|
||||
_bobbingAccumulator += (float) delta * playerVelocity.Length();
|
||||
|
||||
// As the _bobbingAccumulator increases we're changing values for sin and cos functions.
|
||||
// Because both of them are just waves, we will be slide up with y and then slide down with y
|
||||
// creating bobbing effect. The same works for cos. As the _bobbingAccumulator increases the cos decreases and then increases
|
||||
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
|
||||
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
|
||||
|
||||
// Offset bobbing for weapon rig
|
||||
newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
|
||||
newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
|
||||
}
|
||||
_cameraAnchor.Position += newPositionForCamera;
|
||||
|
||||
_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
|
||||
|
||||
// First person rig adjustments
|
||||
_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
|
||||
// Apply bobbing
|
||||
_fpRig.Position += newPositionForRig;
|
||||
|
||||
var newRigRotation = _fpRig.Rotation;
|
||||
var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
|
||||
newRigRotation.Z = (float) camTilt;
|
||||
|
||||
// var lookInputLerped = lookDir.Lerp(Vector2.Zero, (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);
|
||||
|
||||
_fpRig.Rotation = newRigRotation;
|
||||
|
||||
// Camera adjustments
|
||||
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
|
||||
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
|
||||
_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed);
|
||||
}
|
||||
|
||||
public void HideWeapon()
|
||||
{
|
||||
_fpRig.Visible = false;
|
||||
}
|
||||
public void ShowWeapon()
|
||||
{
|
||||
_fpRig.Visible = true;
|
||||
}
|
||||
|
||||
public float ComputeCameraInclineFactor(Vector3 direction)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://0ysqmqphq6mq"]
|
||||
[gd_scene load_steps=6 format=3 uid="uid://0ysqmqphq6mq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dtkdrnsmlwm67" path="res://systems/head/HeadSystem.cs" id="1_8abgy"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://ckr26s4e3fj1m" path="res://assets/swords/resources/fp_sword23.tres" id="2_c5qep"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_urko7"]
|
||||
length = 0.001
|
||||
@@ -62,6 +63,15 @@ _data = {
|
||||
[node name="HeadSystem" type="Node3D"]
|
||||
script = ExtResource("1_8abgy")
|
||||
|
||||
[node name="FPRig" type="Node3D" parent="."]
|
||||
|
||||
[node name="Sword" type="Node3D" parent="FPRig"]
|
||||
|
||||
[node name="SwordMesh" type="MeshInstance3D" parent="FPRig/Sword"]
|
||||
transform = Transform3D(0.43494374, 0.027831191, -0.9000275, 0.1806065, 0.9765146, 0.117475554, 0.8821594, -0.2136461, 0.41970232, 0.53640664, -0.82246387, -1.9288678)
|
||||
cast_shadow = 0
|
||||
mesh = ExtResource("2_c5qep")
|
||||
|
||||
[node name="CameraSmooth" type="Node3D" parent="."]
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraSmooth"]
|
||||
|
||||
@@ -28,6 +28,7 @@ public partial class WeaponSystem : RigidBody3D
|
||||
private TweenQueueSystem _tweenQueueSystem;
|
||||
|
||||
private Transform3D _startTransform;
|
||||
private Transform3D _startMeshTransform;
|
||||
|
||||
private Vector3 _throwDirection;
|
||||
public Vector3 PlantLocation { get; set; }
|
||||
@@ -36,7 +37,6 @@ public partial class WeaponSystem : RigidBody3D
|
||||
public MeshInstance3D WeaponLocationIndicator { get; set; }
|
||||
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
|
||||
public MeshInstance3D WeaponMesh { get; set; }
|
||||
public StandardMaterial3D WeaponMaterial { get; set; }
|
||||
|
||||
public void Init(Node3D head, Camera3D camera)
|
||||
{
|
||||
@@ -53,13 +53,14 @@ public partial class WeaponSystem : RigidBody3D
|
||||
WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
|
||||
|
||||
WeaponMesh = GetNode<MeshInstance3D>("Weapon");
|
||||
WeaponMaterial = WeaponMesh.GetActiveMaterial(0) as StandardMaterial3D;
|
||||
_startMeshTransform = WeaponMesh.Transform;
|
||||
|
||||
_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
|
||||
_tweenQueueSystem.Init(this);
|
||||
|
||||
_startTransform = Transform;
|
||||
Freeze = true;
|
||||
Visible = false;
|
||||
|
||||
BodyEntered += OnThrownWeaponReachesGround;
|
||||
|
||||
@@ -69,15 +70,15 @@ public partial class WeaponSystem : RigidBody3D
|
||||
|
||||
public void WeaponLeft()
|
||||
{
|
||||
WeaponLocationIndicator.Visible = true;
|
||||
WeaponMaterial!.UseFovOverride = false;
|
||||
Visible = true;
|
||||
// WeaponLocationIndicator.Visible = true;
|
||||
EmitSignalWeaponThrown();
|
||||
}
|
||||
|
||||
public void WeaponBack()
|
||||
{
|
||||
WeaponLocationIndicator.Visible = false;
|
||||
WeaponMaterial!.UseFovOverride = true;
|
||||
Visible = false;
|
||||
// WeaponLocationIndicator.Visible = false;
|
||||
EmitSignalWeaponRetrieved();
|
||||
}
|
||||
|
||||
@@ -87,14 +88,13 @@ public partial class WeaponSystem : RigidBody3D
|
||||
Freeze = true;
|
||||
GlobalPosition = location;
|
||||
PlantLocation = location;
|
||||
Visible = false;
|
||||
}
|
||||
|
||||
public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
|
||||
{
|
||||
_weaponState.SendEvent("throw");
|
||||
|
||||
WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 1f, 1f);
|
||||
// WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 1f, 1f);
|
||||
|
||||
_throwDirection = (end - GlobalPosition).Normalized();
|
||||
PlantLocation = collisionLocation;
|
||||
@@ -118,10 +118,11 @@ public partial class WeaponSystem : RigidBody3D
|
||||
{
|
||||
_weaponState.SendEvent("plant");
|
||||
|
||||
WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
|
||||
// WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
|
||||
|
||||
Freeze = true;
|
||||
GlobalPosition = PlantLocation;
|
||||
WeaponMesh.Transform = _startMeshTransform;
|
||||
LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
|
||||
}
|
||||
|
||||
@@ -135,7 +136,7 @@ public partial class WeaponSystem : RigidBody3D
|
||||
_weaponState.SendEvent("recover");
|
||||
Transform = _startTransform;
|
||||
Freeze = true;
|
||||
Visible = true;
|
||||
Visible = false;
|
||||
}
|
||||
|
||||
public override void _IntegrateForces(PhysicsDirectBodyState3D state)
|
||||
@@ -149,6 +150,14 @@ public partial class WeaponSystem : RigidBody3D
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (!FlyingState.Active) return;
|
||||
|
||||
WeaponMesh.Rotation = new Vector3(WeaponMesh.Rotation.X, WeaponMesh.Rotation.Y + (float) delta * 100, WeaponMesh.Rotation.Z);
|
||||
//LookAt(GlobalTransform.Origin + LinearVelocity.Normalized(), Vector3.Up, false);
|
||||
}
|
||||
|
||||
public bool IsPlantedUnderPlatform()
|
||||
{
|
||||
return PlantedState.Active && GlobalRotation.X > 1 && Math.Abs(GlobalRotation.Y) > 1;
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
[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"]
|
||||
[ext_resource type="Script" uid="uid://couw105c3bde4" path="res://addons/godot_state_charts/state_chart.gd" id="3_5owyf"]
|
||||
[ext_resource type="CylinderMesh" uid="uid://b7vt0nk2htpo4" path="res://systems/weapon/weapon.tres" id="3_svc06"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://cho5fixitrbds" path="res://assets/swords/resources/sword23.tres" id="3_svc06"]
|
||||
[ext_resource type="Script" uid="uid://jk2jm1g6q853" path="res://addons/godot_state_charts/compound_state.gd" id="4_svc06"]
|
||||
[ext_resource type="Script" uid="uid://cytafq8i1y8qm" path="res://addons/godot_state_charts/atomic_state.gd" id="5_m0v1h"]
|
||||
[ext_resource type="Script" uid="uid://cf1nsco3w0mf6" path="res://addons/godot_state_charts/transition.gd" id="6_jpdh0"]
|
||||
@@ -51,7 +51,7 @@ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0,
|
||||
shape = SubResource("CylinderShape3D_avini")
|
||||
|
||||
[node name="Weapon" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0.8673003)
|
||||
mesh = ExtResource("3_svc06")
|
||||
|
||||
[node name="StateChart" type="Node" parent="."]
|
||||
|
||||
Reference in New Issue
Block a user