Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 87a9fad005 | |||
| 837b3d7705 | |||
| 4224333963 | |||
| 4dd48bed70 | |||
| abe6f42a3b |
13
assets/swords/resources/first_person_material.tres
Normal file
13
assets/swords/resources/first_person_material.tres
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@@ -0,0 +1,13 @@
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||||
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://buevqo8w8fq75"]
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||||
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||||
[ext_resource type="Texture2D" uid="uid://qtu5ue4ixkwm" path="res://assets/swords/fbx/Texture_MAp_sword.png" id="1_ke6g8"]
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||||
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||||
[resource]
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resource_name = "Sword_mat_map"
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vertex_color_use_as_albedo = true
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||||
albedo_texture = ExtResource("1_ke6g8")
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emission_enabled = true
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||||
use_z_clip_scale = true
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z_clip_scale = 0.5
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use_fov_override = true
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fov_override = 30.0
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||||
45
assets/swords/resources/fp_sword23.tres
Normal file
45
assets/swords/resources/fp_sword23.tres
Normal file
File diff suppressed because one or more lines are too long
43
assets/swords/resources/sword23.tres
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43
assets/swords/resources/sword23.tres
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File diff suppressed because one or more lines are too long
@@ -1,4 +1,4 @@
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||||
[gd_scene load_steps=54 format=3 uid="uid://bei4nhkf8lwdo"]
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[gd_scene load_steps=52 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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||||
@@ -17,11 +17,9 @@
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||||
[ext_resource type="PackedScene" uid="uid://wq1okogkhc5l" path="res://systems/mantle/mantle_system.tscn" id="8_qu4wy"]
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||||
[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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||||
[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
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||||
[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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||||
[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="11_cresl"]
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[ext_resource type="PackedScene" uid="uid://0ysqmqphq6mq" path="res://systems/head/head_system.tscn" id="11_rxwoh"]
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||||
[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/dash.tres" id="12_34snm"]
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[ext_resource type="Script" uid="uid://b6k73aj5povgv" path="res://player_controller/Scripts/FieldOfView.cs" id="12_m2mxi"]
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[ext_resource type="Resource" uid="uid://55b0dsvioj08" path="res://systems/inputs/base_mode/jump_pressed.tres" id="13_nob5r"]
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[ext_resource type="Shape3D" uid="uid://keseacdcooot" path="res://player_controller/resources/PlayerShape.tres" id="13_r7i3q"]
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[ext_resource type="Script" uid="uid://b5nk6ntlps3x0" path="res://systems/inputs/input_system.gd" id="16_v31n3"]
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@@ -174,6 +172,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
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CameraInclineAcceleration = 20.0
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GroundedCameraIncline = 3.0
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SlidingJitterAmplitude = 0.2
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WeaponSway = 8.0
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WeaponLookRotation = 10.0
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WeaponAdjustmentSpeed = 1.0
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[node name="MantleSystem" parent="HeadSystem" instance=ExtResource("8_qu4wy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
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@@ -203,12 +204,6 @@ collision_mask = 256
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target_position = Vector3(0, -0.75, 0)
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collision_mask = 256
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[node name="Bobbing" type="Node3D" parent="."]
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script = ExtResource("10_7wk1w")
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[node name="FieldOfView" type="Node3D" parent="."]
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script = ExtResource("12_m2mxi")
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[node name="HeadCollisionDetectors" type="Node3D" parent="."]
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visible = false
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@@ -277,11 +272,11 @@ collision_mask = 256
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DashSpeed = 0.2
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PostDashSpeed = 30.0
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[node name="WeaponRoot" type="Node3D" parent="."]
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[node name="WeaponSystem" parent="WeaponRoot" instance=ExtResource("29_wv70j")]
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[node name="WeaponSystem" parent="." instance=ExtResource("29_wv70j")]
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transform = Transform3D(1, 0, 0, 0, 0.173648, -0.984808, 0, 0.984808, 0.173648, 0.45268, 1.44035, -0.692528)
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ThrowForce = 15.0
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mass = 10.0
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gravity_scale = 3.0
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ThrowForce = 300.0
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StraightThrowDuration = 0.05
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[node name="DashIndicator" type="Node3D" parent="."]
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@@ -41,14 +41,11 @@ public partial class PlayerController : CharacterBody3D,
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// Public stuff //
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///////////////////////////
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public HeadSystem HeadSystem;
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public Bobbing Bobbing;
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public FieldOfView FieldOfView;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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public CollisionShape3D StandingCollider;
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public CollisionShape3D SlideCollider;
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public Node3D WeaponRoot;
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public WeaponSystem WeaponSystem;
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public WallHugSystem WallHugSystem;
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public PlayerUi PlayerUi;
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@@ -311,6 +308,8 @@ public partial class PlayerController : CharacterBody3D,
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private StateChartState _onWallHanging;
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private StateChartState _onWallRunning;
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private Transition _onDashEnded;
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private Transition _onJumpFromWall;
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private Transition _onJumpFromWallFalling;
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private Transition _onLeaveWallFromRun;
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@@ -340,14 +339,11 @@ public partial class PlayerController : CharacterBody3D,
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// Camera stuff
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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Bobbing = GetNode<Bobbing>("Bobbing");
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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// Movement stuff
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WeaponRoot = GetNode<Node3D>("WeaponRoot");
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WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
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WeaponSystem = GetNode<WeaponSystem>("WeaponSystem");
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MantleSystem = GetNode<MantleSystem>("HeadSystem/MantleSystem");
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StandingCollider = GetNode<CollisionShape3D>("StandingCollider");
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SlideCollider = GetNode<CollisionShape3D>("SlideCollider");
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@@ -388,6 +384,7 @@ public partial class PlayerController : CharacterBody3D,
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_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
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_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
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_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
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_onDashEnded = Transition.Of(GetNode("StateChart/Root/Movement/Dashing/OnDashEnded"));
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// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
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_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
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@@ -422,8 +419,6 @@ public partial class PlayerController : CharacterBody3D,
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// Camera stuff
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HeadSystem.Init();
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Bobbing.Init(camera);
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FieldOfView.Init(camera);
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// Movement stuff
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// Getting universal setting from GODOT editor to be in sync
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@@ -501,6 +496,9 @@ public partial class PlayerController : CharacterBody3D,
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_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
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_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
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_onWallHanging.StateExited += RecoverWeapon;
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_onDashEnded.Taken += RecoverWeapon;
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_onJumpFromWall.Taken += OnJumpFromWall;
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_onJumpFromWallFalling.Taken += OnJumpFromWall;
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_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
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@@ -548,9 +546,9 @@ public partial class PlayerController : CharacterBody3D,
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if (TutorialDone)
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return;
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RemoveChild(WeaponRoot);
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GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponRoot);
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WeaponRoot.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
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RemoveChild(WeaponSystem);
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GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponSystem);
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WeaponSystem.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
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WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
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}
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@@ -811,39 +809,25 @@ public partial class PlayerController : CharacterBody3D,
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var lookSensitivity = _isUsingGamepad ? _lookSensitivityMultiplier : _mouseSensitivityMultiplier;
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var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
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var playerVelocity = GetGlobalMoveInput();
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HeadSystem.LookAround(delta, inputLookDir, playerVelocity, Velocity, wallHugContactPoint, lookSensitivity, isSliding: _groundSliding.Active);
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}
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public void RotateWeaponWithPlayer()
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{
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WeaponRoot.SetRotation(HeadSystem.Rotation);
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var moveInput = GetGlobalMoveInput();
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var lookAroundInputs = new HeadSystem.CameraParameters(
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Delta: delta,
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LookDir: inputLookDir,
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PlayerInput: moveInput,
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PlayerVelocity:Velocity,
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WallContactPoint: wallHugContactPoint,
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SensitivitMultiplier: lookSensitivity,
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WithCameraJitter: _groundSliding.Active,
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WithCameraBobbing: _grounded.Active || _onWallRunning.Active,
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BobbingMultiplier: _headBobbingMultiplier,
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FovMultiplier: _fovChangeMultiplier);
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HeadSystem.LookAround(lookAroundInputs);
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}
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public Vector3 GetGlobalForwardFacingVector()
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{
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return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
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}
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private void CameraModifications(float delta)
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{
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Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
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{
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Delta = delta,
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||||
IsOnFloorCustom = _grounded.Active || _onWallRunning.Active,
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Velocity = Velocity,
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SettingsMultiplier = _headBobbingMultiplier
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};
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Bobbing.PerformCameraBobbing(cameraBobbingParams);
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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{
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IsCrouchingHeight = false,
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Delta = delta,
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SprintSpeed = WalkSpeed,
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Velocity = Velocity,
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FOVMultiplier = _fovChangeMultiplier
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};
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FieldOfView.PerformFovAdjustment(fovParams);
|
||||
}
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||||
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||||
// Horizontal velocity computing
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public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
|
||||
{
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||||
@@ -1570,9 +1554,6 @@ public partial class PlayerController : CharacterBody3D,
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}
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public void HandleAiming(float delta)
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{
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if (WeaponSystem.InHandState.Active)
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RotateWeaponWithPlayer();
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DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
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DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
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@@ -1640,7 +1621,8 @@ public partial class PlayerController : CharacterBody3D,
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public void ThrowWeapon()
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{
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_playerState.SendEvent("cancel_aim");
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RemoveChildNode(WeaponRoot);
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RemoveChildNode(WeaponSystem);
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HeadSystem.HideWeapon();
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var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.PlannedLocation;
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WeaponSystem.ThrowWeapon(
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@@ -1651,7 +1633,10 @@ public partial class PlayerController : CharacterBody3D,
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}
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public void RecoverWeapon()
|
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{
|
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RecoverChildNode(WeaponRoot);
|
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if (WeaponSystem.GetParent() == this) return;
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|
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HeadSystem.ShowWeapon();
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RecoverChildNode(WeaponSystem);
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WeaponSystem.ResetWeapon();
|
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}
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@@ -1704,8 +1689,6 @@ public partial class PlayerController : CharacterBody3D,
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var isPlantedUnderPlatform = WeaponSystem.IsPlantedUnderPlatform();
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var shouldDashToHanging = isPlantedOnWall || isPlantedUnderPlatform;
|
||||
|
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RecoverWeapon();
|
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|
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var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
|
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_playerState.SendEvent(resultingEvent);
|
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}
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@@ -1718,12 +1701,9 @@ public partial class PlayerController : CharacterBody3D,
|
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if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
||||
|
||||
LookAround(delta);
|
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CameraModifications((float) delta);
|
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MoveSlideAndHandleStairs((float) delta);
|
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MantleSystem.ProcessMantle(_grounded.Active);
|
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|
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if (WeaponSystem.InHandState.Active)
|
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RotateWeaponWithPlayer();
|
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if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
|
||||
{
|
||||
DashIndicatorMesh.Visible = false;
|
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@@ -1755,6 +1735,13 @@ public partial class PlayerController : CharacterBody3D,
|
||||
}
|
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|
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if (!WeaponSystem.InHandState.Active) return;
|
||||
PerformHit();
|
||||
}
|
||||
|
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public void PerformHit()
|
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{
|
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HeadSystem.OnHit();
|
||||
|
||||
var bodies = WeaponHitbox.GetOverlappingBodies();
|
||||
foreach (var body in bodies)
|
||||
{
|
||||
|
||||
@@ -6,32 +6,82 @@ 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;
|
||||
private AnimationTree _animationTree;
|
||||
|
||||
[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 Node3D _fpDisplacedRig;
|
||||
private Vector3 _fpDisplacedRigInitialRotation;
|
||||
[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;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float DisplacedWeaponSway { get; set; } = 5f;
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
public float DisplacedWeaponLookRotation { get; set; } = 1f;
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
@@ -39,7 +89,12 @@ public partial class HeadSystem : Node3D
|
||||
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
|
||||
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
|
||||
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
|
||||
_animationTree = GetNode<AnimationTree>("AnimationTree");
|
||||
|
||||
_fpRig = GetNode<Node3D>("FPRig");
|
||||
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
|
||||
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
|
||||
|
||||
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
|
||||
_slidingNoise.SetFrequency(SlidingJitterFrequency);
|
||||
}
|
||||
@@ -48,9 +103,35 @@ 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 OnHit()
|
||||
{
|
||||
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
|
||||
public void OnHitboxActivated()
|
||||
{
|
||||
GD.Print("Hitbox activated");
|
||||
}
|
||||
|
||||
public void OnHitboxDeactivated()
|
||||
{
|
||||
GD.Print("Hitbox deactivated");
|
||||
}
|
||||
|
||||
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 +142,11 @@ 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 +158,7 @@ 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 +170,79 @@ 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;
|
||||
|
||||
// Rotate the whole rig based on movement input
|
||||
var newRigRotation = _fpRig.Rotation;
|
||||
var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
|
||||
newRigRotation.Z = (float) camTilt;
|
||||
|
||||
// Rotate the whole rig based on camera rotation input
|
||||
newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
|
||||
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
|
||||
|
||||
// Apply
|
||||
_fpRig.Rotation = newRigRotation;
|
||||
|
||||
// Compute displaced rig adjustments, starting with movement input
|
||||
var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
|
||||
|
||||
var howMuchForward = ComputeHowMuchInputForward(playerInput);
|
||||
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
|
||||
var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
|
||||
_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
|
||||
delta*DisplacedWeaponAdjustmentSpeed);
|
||||
var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
|
||||
_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
|
||||
delta*DisplacedWeaponAdjustmentSpeed);
|
||||
|
||||
newDisplacedRigRotation.X = (float) displacedCamTiltSide;
|
||||
newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
|
||||
|
||||
var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
|
||||
_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
|
||||
delta*DisplacedWeaponAdjustmentSpeed);
|
||||
newDisplacedRigRotation.Y = (float) displacedSwayY;
|
||||
|
||||
// Apply
|
||||
_fpDisplacedRig.Rotation = newDisplacedRigRotation;
|
||||
|
||||
// Camera adjustments
|
||||
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)
|
||||
@@ -99,6 +252,20 @@ public partial class HeadSystem : Node3D
|
||||
return crossProduct.Length()*Mathf.Sign(crossProduct.Y);
|
||||
}
|
||||
|
||||
public float ComputeHowMuchInputForward(Vector3 playerInput)
|
||||
{
|
||||
var forwardAngle = GetForwardHorizontalVector().AngleTo(playerInput);
|
||||
var forwardRemapped = Mathf.Remap(forwardAngle, 0, Mathf.Pi, -1, 1);
|
||||
return playerInput.Length() > 0 ? forwardRemapped : 0;
|
||||
}
|
||||
|
||||
public float ComputeHowMuchInputSideways(Vector3 playerInput)
|
||||
{
|
||||
var rightAngle = GetForwardHorizontalVector().Cross(Vector3.Up).Normalized().AngleTo(playerInput);
|
||||
var forwardRemapped = Mathf.Remap(rightAngle, 0, Mathf.Pi, -1, 1);
|
||||
return playerInput.Length() > 0 ? forwardRemapped : 0;
|
||||
}
|
||||
|
||||
public Vector3 GetForwardHorizontalVector()
|
||||
{
|
||||
return GetGlobalTransform().Basis.Z;
|
||||
|
||||
24
systems/head/fp_blend_tree.tres
Normal file
24
systems/head/fp_blend_tree.tres
Normal file
@@ -0,0 +1,24 @@
|
||||
[gd_resource type="AnimationNodeBlendTree" load_steps=5 format=3 uid="uid://c26yvcyyyj811"]
|
||||
|
||||
[ext_resource type="AnimationNodeStateMachine" uid="uid://3r5oeg0ho0d4" path="res://systems/head/fp_state_machine.tres" id="1_knaxl"]
|
||||
|
||||
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_knaxl"]
|
||||
animation = &"idle"
|
||||
|
||||
[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_1hkum"]
|
||||
|
||||
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_23rmc"]
|
||||
animation = &"hit1"
|
||||
|
||||
[resource]
|
||||
graph_offset = Vector2(-455.3856, -37.41575)
|
||||
nodes/output/position = Vector2(320, 160)
|
||||
nodes/AnimationNodeStateMachine/node = ExtResource("1_knaxl")
|
||||
nodes/AnimationNodeStateMachine/position = Vector2(-540, 200)
|
||||
nodes/Idle/node = SubResource("AnimationNodeAnimation_knaxl")
|
||||
nodes/Idle/position = Vector2(-80, 20)
|
||||
nodes/OnHit/node = SubResource("AnimationNodeOneShot_1hkum")
|
||||
nodes/OnHit/position = Vector2(120, 100)
|
||||
nodes/hit1/node = SubResource("AnimationNodeAnimation_23rmc")
|
||||
nodes/hit1/position = Vector2(-80, 220)
|
||||
node_connections = [&"output", 0, &"OnHit", &"OnHit", 0, &"Idle", &"OnHit", 1, &"hit1"]
|
||||
28
systems/head/fp_state_machine.tres
Normal file
28
systems/head/fp_state_machine.tres
Normal file
@@ -0,0 +1,28 @@
|
||||
[gd_resource type="AnimationNodeStateMachine" load_steps=6 format=3 uid="uid://3r5oeg0ho0d4"]
|
||||
|
||||
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_adm0b"]
|
||||
animation = &"hit1"
|
||||
|
||||
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_73q32"]
|
||||
animation = &"idle"
|
||||
|
||||
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_adm0b"]
|
||||
advance_mode = 2
|
||||
|
||||
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_7r4t3"]
|
||||
advance_mode = 2
|
||||
advance_condition = &"on_hit"
|
||||
|
||||
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_2u8w7"]
|
||||
break_loop_at_end = true
|
||||
switch_mode = 2
|
||||
advance_mode = 2
|
||||
|
||||
[resource]
|
||||
states/Start/position = Vector2(100, 91)
|
||||
states/hit1/node = SubResource("AnimationNodeAnimation_adm0b")
|
||||
states/hit1/position = Vector2(511, 61)
|
||||
states/idle/node = SubResource("AnimationNodeAnimation_73q32")
|
||||
states/idle/position = Vector2(331, 91)
|
||||
transitions = ["Start", "idle", SubResource("AnimationNodeStateMachineTransition_adm0b"), "idle", "hit1", SubResource("AnimationNodeStateMachineTransition_7r4t3"), "hit1", "idle", SubResource("AnimationNodeStateMachineTransition_2u8w7")]
|
||||
graph_offset = Vector2(-82, -9)
|
||||
@@ -1,6 +1,8 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://0ysqmqphq6mq"]
|
||||
[gd_scene load_steps=9 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"]
|
||||
[ext_resource type="AnimationNodeBlendTree" uid="uid://c26yvcyyyj811" path="res://systems/head/fp_blend_tree.tres" id="3_r0h40"]
|
||||
|
||||
[sub_resource type="Animation" id="Animation_urko7"]
|
||||
length = 0.001
|
||||
@@ -26,6 +28,54 @@ tracks/1/keys = {
|
||||
"points": PackedFloat32Array(0, -0.15, 0, 0.15, 0),
|
||||
"times": PackedFloat32Array(0)
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("../../FPRig/Sword:position")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0.53640664, -0.7880347, -1.9288678)]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/path = NodePath("../../FPRig/Sword:rotation")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector3(-0.083978735, -1.136043, 0.19867715)]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/path = NodePath("../../FPRig/Sword:scale")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector3(1.0000001, 1.0000001, 1.0000005)]
|
||||
}
|
||||
tracks/5/type = "value"
|
||||
tracks/5/imported = false
|
||||
tracks/5/enabled = true
|
||||
tracks/5/path = NodePath("..:rotation")
|
||||
tracks/5/interp = 1
|
||||
tracks/5/loop_wrap = true
|
||||
tracks/5/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0.00011616433)]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_8abgy"]
|
||||
resource_name = "mantle"
|
||||
@@ -53,16 +103,131 @@ tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3)
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_0hyrq"]
|
||||
resource_name = "idle"
|
||||
length = 2.0
|
||||
loop_mode = 1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("../../FPRig/Sword:position")
|
||||
tracks/0/interp = 2
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.3, 0.6, 1, 1.4),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0.53640664, -0.7880347, -1.9288678), Vector3(0.53640664, -0.83580256, -1.9288678), Vector3(0.53640664, -0.86088884, -1.9288678), Vector3(0.53640664, -0.8256072, -1.9288678), Vector3(0.53640664, -0.7880347, -1.9288678)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("../../FPRig/Sword:rotation")
|
||||
tracks/1/interp = 2
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.3, 0.6, 1, 1.4),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(-0.083978735, -1.136043, 0.19867715), Vector3(-0.06987281, -1.1365474, 0.20524277), Vector3(-0.05990464, -1.1368362, 0.20987195), Vector3(-0.06303402, -1.1367121, 0.2084137), Vector3(-0.083978735, -1.136043, 0.19867715)]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_r0h40"]
|
||||
resource_name = "hit1"
|
||||
length = 0.30000168
|
||||
step = 0.016666668
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("../../FPRig/Sword:position")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 0.06666667, 0.11666667, 0.15, 0.21666667, 0.3),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0.53640664, -0.7880347, -1.9288678), Vector3(0.4045868, -0.4412415, -1.5352597), Vector3(-0.4799922, -0.5403832, -1.6861614), Vector3(-0.46995986, -0.53766656, -1.3638693), Vector3(-0.49520528, -0.5369735, -1.3145388), Vector3(-0.4048354, -0.5878634, -1.2836416)]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("../../FPRig/Sword:rotation")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/keys = {
|
||||
"times": PackedFloat32Array(0, 0.06666667, 0.11666667, 0.15, 0.21666667, 0.3),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(-0.083978735, -1.136043, 0.19867715), Vector3(-0.7788485, -2.0049822, -0.2951485), Vector3(-0.94931036, -0.5881021, -0.61733377), Vector3(-1.3252386, -0.102411434, 0.58406436), Vector3(-1.2938086, -0.18945412, 0.7334958), Vector3(-1.1484056, -0.2900904, 0.6867544)]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("../../FPRig/Sword:scale")
|
||||
tracks/2/interp = 2
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"times": PackedFloat32Array(0, 0.06666667, 0.11666667, 0.15, 0.21666667, 0.3),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(1.0000001, 1.0000001, 1.0000005), Vector3(1, 1.0004268, 1.0000002), Vector3(0.99999994, 1.2493719, 0.99999976), Vector3(1.0000001, 1.1750004, 1.0000004), Vector3(0.99999994, 0.99999994, 0.99999994), Vector3(1.0000001, 0.9999999, 1)]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/path = NodePath("..:rotation")
|
||||
tracks/3/interp = 2
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/keys = {
|
||||
"times": PackedFloat32Array(0, 0.083333336, 0.11666667, 0.2, 0.23333333, 0.3),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(0, 0, 0.00011616433), Vector3(0, -0.02617994, -0.02617994), Vector3(0, 0.02617994, 0.02617994), Vector3(0, 0, 0)]
|
||||
}
|
||||
tracks/4/type = "method"
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/path = NodePath("../..")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/keys = {
|
||||
"times": PackedFloat32Array(0.083333336, 0.23333333),
|
||||
"transitions": PackedFloat32Array(1, 1),
|
||||
"values": [{
|
||||
"args": [],
|
||||
"method": &"OnHitboxActivated"
|
||||
}, {
|
||||
"args": [],
|
||||
"method": &"OnHitboxDeactivated"
|
||||
}]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0hyrq"]
|
||||
_data = {
|
||||
&"RESET": SubResource("Animation_urko7"),
|
||||
&"hit1": SubResource("Animation_r0h40"),
|
||||
&"idle": SubResource("Animation_0hyrq"),
|
||||
&"mantle": SubResource("Animation_8abgy")
|
||||
}
|
||||
|
||||
[node name="HeadSystem" type="Node3D"]
|
||||
script = ExtResource("1_8abgy")
|
||||
WeaponMoveRotation = 20.0
|
||||
DisplacedWeaponSway = 1.0
|
||||
DisplacedWeaponAdjustmentSpeed = 8.0
|
||||
|
||||
[node name="FPRig" type="Node3D" parent="."]
|
||||
|
||||
[node name="Sword" type="Node3D" parent="FPRig"]
|
||||
transform = Transform3D(0.42791694, -0.008550272, -0.9037781, 0.19667713, 0.9768738, 0.0838801, 0.88215953, -0.2136461, 0.41970265, 0.53640664, -0.7880347, -1.9288678)
|
||||
|
||||
[node name="SwordMesh" type="MeshInstance3D" parent="FPRig/Sword"]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.99999994, 0, 0, 0, 1, 0, 0, 0)
|
||||
cast_shadow = 0
|
||||
mesh = ExtResource("2_c5qep")
|
||||
|
||||
[node name="CameraSmooth" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, -0.00011616433, 0, 0.00011616433, 1, 0, 0, 0, 1, 0, 0, 0)
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraSmooth"]
|
||||
transform = Transform3D(1, 0, 0, 0, 0.99999994, 0, 0, 0, 0.99999994, 0, 0, 0)
|
||||
@@ -76,3 +241,12 @@ root_node = NodePath("../CameraSmooth/Camera3D")
|
||||
libraries = {
|
||||
&"": SubResource("AnimationLibrary_0hyrq")
|
||||
}
|
||||
|
||||
[node name="AnimationTree" type="AnimationTree" parent="."]
|
||||
root_node = NodePath("../CameraSmooth/Camera3D")
|
||||
tree_root = ExtResource("3_r0h40")
|
||||
anim_player = NodePath("../AnimationPlayer")
|
||||
parameters/AnimationNodeStateMachine/conditions/on_hit = false
|
||||
parameters/OnHit/active = false
|
||||
parameters/OnHit/internal_active = false
|
||||
parameters/OnHit/request = 0
|
||||
|
||||
@@ -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