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4 Commits

Author SHA1 Message Date
18c8b741dd can plant weapon in targetables, dash towards it, jump in the air.
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Create tag and build when new code gets to main / BumpTag (push) Successful in 28s
Create tag and build when new code gets to main / Export (push) Failing after 1m47s
2026-01-24 15:22:16 +01:00
b84b7e4dd5 aim dashing through targetable entities now possible 2026-01-24 13:49:16 +01:00
4d419b9010 basic healthbars for enemies 2026-01-23 13:31:11 +01:00
8b2bf3e32e fixed a going through wall issue 2026-01-21 17:31:24 +01:00
20 changed files with 351 additions and 129 deletions

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@@ -1,7 +1,9 @@
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assets/ui/white-square-100px.png (Stored with Git LFS) Normal file

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@@ -0,0 +1,42 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://vpcxswwn1mt6"
path.s3tc="res://.godot/imported/white-square-100px.png-45d5a1e60348740b59c87085347e502a.s3tc.ctex"
path.etc2="res://.godot/imported/white-square-100px.png-45d5a1e60348740b59c87085347e502a.etc2.ctex"
metadata={
"imported_formats": ["s3tc_bptc", "etc2_astc"],
"vram_texture": true
}
[deps]
source_file="res://assets/ui/white-square-100px.png"
dest_files=["res://.godot/imported/white-square-100px.png-45d5a1e60348740b59c87085347e502a.s3tc.ctex", "res://.godot/imported/white-square-100px.png-45d5a1e60348740b59c87085347e502a.etc2.ctex"]
[params]
compress/mode=2
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=true
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=0

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@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass]
public partial class CHealth : Node, IHealthable
{
public event Action<IHealthable, float> HealthChanged;
public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted;
[Export]
@@ -18,15 +18,18 @@ public partial class CHealth : Node, IHealthable
CurrentHealth = RHealth.StartingHealth;
}
public void ReduceHealth(IDamageable source, DamageRecord damageRecord)
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
var previousHealth = CurrentHealth;
CurrentHealth -= damageRecord.Damage.DamageDealt;
HealthChanged?.Invoke(this, CurrentHealth);
var record = new HealthChangedRecord(CurrentHealth, previousHealth, RHealth.StartingHealth);
HealthChanged?.Invoke(this, record);
if (CurrentHealth <= 0)
{
CurrentHealth = 0;
HealthDepleted?.Invoke(this);
}
return record;
}
}

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@@ -0,0 +1,26 @@
using Godot;
using System;
using Movementtests.interfaces;
[GlobalClass]
public partial class CHealthbar : Node3D
{
private Sprite3D _currentHealth;
private float _initialXScale;
public override void _Ready()
{
Visible = false;
_currentHealth = GetNode<Sprite3D>("Health");
_initialXScale = _currentHealth.Scale.X;
}
public void OnHealthChanged(HealthChangedRecord healthChanged)
{
if (healthChanged.MaxHealth == 0) return;
Visible = true;
var healthPercentage = healthChanged.CurrentHealth / healthChanged.MaxHealth;
_currentHealth.Scale = new Vector3(_initialXScale * healthPercentage, _currentHealth.Scale.Y, _currentHealth.Scale.Z);
}
}

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@@ -0,0 +1 @@
uid://dve6vg6yvg4y8

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@@ -0,0 +1,27 @@
[gd_scene load_steps=3 format=3 uid="uid://bwx2um43k0ou4"]
[ext_resource type="Texture2D" uid="uid://vpcxswwn1mt6" path="res://assets/ui/white-square-100px.png" id="1_jlvej"]
[ext_resource type="Script" uid="uid://dve6vg6yvg4y8" path="res://components/health/CHealthbar.cs" id="1_w5itk"]
[node name="CHealthBar" type="Node3D"]
script = ExtResource("1_w5itk")
[node name="Bar" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.1, 0, 0, 0, 1, 0, 0, 0)
cast_shadow = 0
billboard = 1
transparent = false
double_sided = false
no_depth_test = true
texture = ExtResource("1_jlvej")
[node name="Health" type="Sprite3D" parent="."]
transform = Transform3D(0.99, 0, 0, 0, 0.09, 0, 0, 0, 1, 0, 0, 0)
cast_shadow = 0
modulate = Color(0.7191989, 0.19340843, 1.92523e-07, 1)
billboard = 1
transparent = false
double_sided = false
no_depth_test = true
render_priority = 10
texture = ExtResource("1_jlvej")

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@@ -8,6 +8,7 @@ public record DamageRecord(Node3D Source, RDamage Damage);
public interface IDamageable
{
event Action<IDamageable, DamageRecord> DamageTaken;
DamageRecord TakeDamage(DamageRecord damageRecord);
DamageRecord ComputeDamage(DamageRecord damageRecord);
}

View File

@@ -3,14 +3,16 @@ using Godot;
namespace Movementtests.interfaces;
public record HealthChangedRecord(float CurrentHealth, float PreviousHealth, float MaxHealth);
public interface IHealthable
{
event Action<IHealthable, float> HealthChanged;
event Action<IHealthable, HealthChangedRecord> HealthChanged;
event Action<IHealthable> HealthDepleted;
[Export] RHealth RHealth { get; set; }
float CurrentHealth { get; set; }
void ReduceHealth(IDamageable source, DamageRecord damageRecord);
HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord);
}

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@@ -1,13 +1,12 @@
[gd_scene load_steps=25 format=3 uid="uid://q7uc1h2jpbd2"]
[gd_scene load_steps=21 format=3 uid="uid://q7uc1h2jpbd2"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://player_controller/PlayerController.tscn" id="1_62kkh"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/greybox/m_greybox.tres" id="2_3uydm"]
[ext_resource type="PackedScene" uid="uid://dxt0e2ugmttqq" path="res://scenes/enemies/grounded_enemy/grounded_enemy.tscn" id="3_3uydm"]
[ext_resource type="Script" uid="uid://b4cwruitopcee" path="res://components/health/RDeathEffect.cs" id="5_7m3bq"]
[ext_resource type="PackedScene" uid="uid://cmlud1hwkd6sv" path="res://scenes/enemies/flying_enemy/flying_enemy.tscn" id="5_8fd2t"]
[ext_resource type="Script" uid="uid://dtpxijlnb2c5" path="res://components/movement/RMovement.cs" id="5_ybosk"]
[ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://components/knockback/RKnockback.cs" id="6_1hrkh"]
[ext_resource type="PackedScene" uid="uid://c305mfrtumcyq" path="res://scenes/spawners/spawner.tscn" id="6_7m3bq"]
[ext_resource type="Script" uid="uid://dtpxijlnb2c5" path="res://components/movement/RMovement.cs" id="6_ybosk"]
[ext_resource type="Resource" uid="uid://bqq6uukbdfysr" path="res://scenes/enemies/grounded_enemy/grounded_enemy_movement.tres" id="7_caohq"]
[ext_resource type="Script" uid="uid://baiapod3csndf" path="res://components/health/RHealth.cs" id="9_2e4ci"]
[ext_resource type="Resource" uid="uid://otfc2snh8umc" path="res://scenes/enemies/grounded_enemy/grounded_enemy_damage.tres" id="9_dmw1t"]
@@ -38,27 +37,13 @@ ssil_radius = 8.4
sdfgi_use_occlusion = true
glow_enabled = true
[sub_resource type="Resource" id="Resource_sysok"]
script = ExtResource("5_7m3bq")
metadata/_custom_type_script = "uid://b4cwruitopcee"
[sub_resource type="Resource" id="Resource_q21h6"]
script = ExtResource("6_1hrkh")
metadata/_custom_type_script = "uid://b44cse62qru7j"
[sub_resource type="Resource" id="Resource_5fa36"]
script = ExtResource("6_ybosk")
GravityModifier = 1.0
metadata/_custom_type_script = "uid://dtpxijlnb2c5"
[sub_resource type="Resource" id="Resource_blhrq"]
script = ExtResource("6_ybosk")
GravityModifier = 1.0
metadata/_custom_type_script = "uid://dtpxijlnb2c5"
[sub_resource type="Resource" id="Resource_1hrkh"]
script = ExtResource("6_ybosk")
TargetHeight = 5.0
script = ExtResource("5_ybosk")
GravityModifier = 5.0
metadata/_custom_type_script = "uid://dtpxijlnb2c5"
[sub_resource type="Resource" id="Resource_ybosk"]
@@ -108,6 +93,12 @@ use_collision = true
size = Vector3(6.5, 4, 17)
material = ExtResource("2_3uydm")
[node name="CSGBox3D10" type="CSGBox3D" parent="Greybox"]
transform = Transform3D(1, 0, 0, 0, 0.9659258, 0.25881904, 0, -0.25881904, 0.9659258, 13.653999, 0.9705714, -5.336278)
use_collision = true
size = Vector3(6.5, 4, 24.5)
material = ExtResource("2_3uydm")
[node name="CSGBox3D8" type="CSGBox3D" parent="Greybox"]
transform = Transform3D(0.81915206, 0, 0.57357645, 0, 1, 0, -0.57357645, 0, 0.81915206, -7.3460007, 0, -3.9585)
use_collision = true
@@ -138,34 +129,34 @@ use_collision = true
size = Vector3(6.5, 11, 5.5)
material = ExtResource("2_3uydm")
[node name="FixedDashthroughTarget" parent="." instance=ExtResource("15_5fa36")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9, 3.5, 2.5)
[node name="Enemy" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("3_3uydm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -16.83681)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13.5, 2.5, -8.336809)
Target = NodePath("../Player")
DeathEffects = Array[Object]([SubResource("Resource_sysok")])
RKnockback = SubResource("Resource_q21h6")
RMovement = SubResource("Resource_5fa36")
[node name="Enemy2" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("3_3uydm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, -16.83681)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 0, -17.33681)
Target = NodePath("../Player")
RKnockback = SubResource("Resource_q21h6")
RMovement = SubResource("Resource_blhrq")
RMovement = SubResource("Resource_5fa36")
[node name="Enemy3" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("3_3uydm")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0, 0.16319084)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14, 4, -3.3368092)
Target = NodePath("../Player")
RKnockback = SubResource("Resource_q21h6")
RMovement = SubResource("Resource_5fa36")
[node name="FlyingEnemy" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("5_8fd2t")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 7, -16)
Target = NodePath("../Player")
RMovement = SubResource("Resource_1hrkh")
RMovement = SubResource("Resource_5fa36")
[node name="FlyingEnemy2" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("5_8fd2t")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10, 7, -16)
Target = NodePath("../Player")
RMovement = SubResource("Resource_1hrkh")
RMovement = SubResource("Resource_5fa36")
[node name="GroundedSpawner" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("6_7m3bq")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 12, 2.5, -15)
@@ -184,6 +175,3 @@ HealthInputs = ExtResource("11_2e4ci")
DamageInputs = ExtResource("9_gp7s3")
Target = NodePath("../Player")
IsActiveOnStart = false
[node name="FixedDashthroughTarget" parent="." instance=ExtResource("15_5fa36")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 3.5, 0)

View File

@@ -54,7 +54,7 @@
[sub_resource type="Resource" id="Resource_cb2lu"]
script = ExtResource("2_x835q")
DamageDealt = 3.0
DamageDealt = 30.0
metadata/_custom_type_script = "uid://jitubgv6judn"
[sub_resource type="Resource" id="Resource_abfq8"]
@@ -105,6 +105,7 @@ script = ExtResource("1_poq2x")
RDamage = SubResource("Resource_cb2lu")
RKnockback = SubResource("Resource_abfq8")
RHealth = SubResource("Resource_ue7xq")
TargetingDistance = 5.0
WalkSpeed = 7.5
AccelerationFloor = 4.0
DecelerationFloor = 3.0

View File

@@ -41,7 +41,7 @@ public partial class PlayerController : CharacterBody3D,
///////////////////////////
public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, float> HealthChanged;
public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted;
///////////////////////////
@@ -313,6 +313,7 @@ public partial class PlayerController : CharacterBody3D,
private StateChartState _mantling;
private StateChartState _simpleDash;
private StateChartState _aimedDash;
private StateChartState _weaponDash;
private StateChartState _sliding;
private StateChartState _groundSliding;
private StateChartState _airGliding;
@@ -426,7 +427,7 @@ public partial class PlayerController : CharacterBody3D,
}
if (RKnockback != null) CKnockback!.RKnockback = RKnockback;
CDamageable.DamageTaken += ReduceHealth;
CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
CDamageable.DamageTaken += RegisterKnockback;
CHealth.HealthDepleted += Kill;
@@ -436,6 +437,7 @@ public partial class PlayerController : CharacterBody3D,
_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
_simpleDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/Dash"));
_aimedDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/AimedDash"));
_weaponDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/ToWeaponDash"));
_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding"));
@@ -499,7 +501,7 @@ public partial class PlayerController : CharacterBody3D,
MantleSystem.Init();
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
DashSystem.Init(HeadSystem, _camera);
WeaponSystem.Init(HeadSystem, _camera);
WeaponSystem.Init();
WallHugSystem.Init();
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
@@ -548,6 +550,8 @@ public partial class PlayerController : CharacterBody3D,
_aimedDash.StateEntered += OnAimedDashStarted;
_aimedDash.StateExited += OnAimedDashFinished;
_weaponDash.StateExited += OnWeaponDashFinished;
_sliding.StateEntered += SlideStarted;
_sliding.StateExited += SlideEnded;
_slideCanceled.StateEntered += OnSlideCanceled;
@@ -576,7 +580,7 @@ public partial class PlayerController : CharacterBody3D,
_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
_onWallHanging.StateExited += RecoverWeapon;
_onDashEnded.Taken += RecoverWeapon;
// _onDashEnded.Taken += RecoverWeapon;
_onJumpFromWall.Taken += OnJumpFromWall;
_onJumpFromWallFalling.Taken += OnJumpFromWall;
@@ -975,7 +979,7 @@ public partial class PlayerController : CharacterBody3D,
}
public void RecoverChildNode(Node3D node)
{
GetTree().GetRoot().RemoveChild(node);
node.GetParent().RemoveChild(node);
AddChild(node);
node.SetGlobalPosition(GlobalPosition);
}
@@ -1653,15 +1657,14 @@ public partial class PlayerController : CharacterBody3D,
if (!CanPerformEmpoweredAction())
return;
DashSystem.StartPreparingDash();
DashIndicatorMesh.Visible = true;
// DashIndicatorMesh.Visible = true;
if (!isOnFloorCustom())
ReduceTimeScaleWhileAiming();
}
public void HandleAiming(float delta)
{
DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
// DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
// DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
if (CanPerformEmpoweredAction())
DashSystem.PrepareDash();
@@ -1670,7 +1673,7 @@ public partial class PlayerController : CharacterBody3D,
{
DashSystem.StopPreparingDash();
DashIndicatorMesh.Visible = false;
// DashIndicatorMesh.Visible = false;
}
///////////////////////////
@@ -1701,7 +1704,12 @@ public partial class PlayerController : CharacterBody3D,
// feet of the capsule
var correction = DashSystem.CollisionNormal == Vector3.Down ? _playerHeight : DashSystem.DashCastRadius;
var correctedLocation = DashSystem.PlannedLocation + Vector3.Down * correction;
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable targetable)
correctedLocation = ComputePositionAfterTargetedDash(targetable.GetTargetGlobalPosition(), DashSystem.CollisionPoint);
// Start invincibility timer for the duration of the dash and a bit more afterwards
OnHitInvincibility();
_preDashVelocity = Velocity;
_dashDirection = (correctedLocation - GlobalPosition).Normalized();
@@ -1720,6 +1728,9 @@ public partial class PlayerController : CharacterBody3D,
}
public void OnAimedDashFinished()
{
ManageAttackedEnemyPostDash(DashSystem.CollidedObject as Node);
DashSystem.CollidedObject = null;
if (_customMantle)
{
_playerState.SendEvent("mantle");
@@ -1743,23 +1754,27 @@ public partial class PlayerController : CharacterBody3D,
weaponTargetLocation,
DashSystem.HasHit,
DashSystem.CollisionPoint,
DashSystem.CollisionNormal);
DashSystem.CollisionNormal,
DashSystem.CollidedObject as Node);
}
public void RecoverWeapon()
{
if (WeaponSystem.GetParent() == this) return;
HeadSystem.ShowWeapon();
RecoverChildNode(WeaponSystem);
WeaponSystem.ResetWeapon();
RecoverChildNode(WeaponSystem);
}
public void DashToFlyingWeapon()
{
_playerState.SendEvent("cancel_aim");
_playerState.SendEvent("weapon_dash");
PerformEmpoweredAction();
_audioStream.SwitchToClipByName("dash");
// Start invincibility timer for the duration of the dash and a bit more afterwards
OnHitInvincibility();
DashSystem.ShouldMantle = false;
_dashDirection = (WeaponSystem.GlobalPosition - GlobalPosition).Normalized();
@@ -1780,8 +1795,11 @@ public partial class PlayerController : CharacterBody3D,
{
_playerState.SendEvent("cancel_aim");
_playerState.SendEvent("weapon_dash");
PerformEmpoweredAction();
_audioStream.SwitchToClipByName("dash");
// Start invincibility timer for the duration of the dash and a bit more afterwards
OnHitInvincibility();
DashSystem.ShouldMantle = false;
var dashLocation = WeaponSystem.PlantLocation;
@@ -1789,7 +1807,9 @@ public partial class PlayerController : CharacterBody3D,
dashLocation += WeaponSystem.PlantNormal * _playerRadius;
if (WeaponSystem.IsPlantedUnderPlatform())
dashLocation += Vector3.Down * _playerHeight;
if (WeaponSystem.PlantObject is ITargetable targetable)
dashLocation = targetable.GetTargetGlobalPosition();
_wallHugStartNormal = WeaponSystem.PlantNormal;
_currentWallContactPoint = WeaponSystem.PlantLocation;
_wallHugStartLocation = dashLocation;
@@ -1803,17 +1823,45 @@ public partial class PlayerController : CharacterBody3D,
// Store the weapon state before resetting it
var isPlantedOnWall = WeaponSystem.IsPlantedInWall();
var isPlantedUnderPlatform = WeaponSystem.IsPlantedUnderPlatform();
var shouldDashToHanging = isPlantedOnWall || isPlantedUnderPlatform;
var isPlantedInTarget = WeaponSystem.PlantObject is ITargetable;
var shouldDashToHanging = (isPlantedOnWall || isPlantedUnderPlatform) && !isPlantedInTarget;
var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
if (!shouldDashToHanging) RecoverWeapon(); // Manually recover weapon before enemy is freed in case it owns the weapon object
if (WeaponSystem.PlantObject is ITargetable targetable)
{
HeadSystem.OnMantle(); // Recycle mantle animation
SetVerticalVelocity(PostDashSpeed);
}
ManageAttackedEnemyPostDash(WeaponSystem.PlantObject);
WeaponSystem.PlantObject = null;
_playerState.SendEvent(resultingEvent);
}
public void ManageAttackedEnemyPostDash(Node enemy)
{
if (enemy is IDamageable damageable)
{
_hitEnemies.Add(damageable);
TriggerDamage();
}
if (enemy is IStunnable stunnable)
stunnable.Stun();
}
public void OnWeaponDashFinished()
{
}
///////////////////////////
// Processes //////////////
///////////////////////////
public override void _PhysicsProcess(double delta)
{
_spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Manage head and camera movement
@@ -1827,20 +1875,18 @@ public partial class PlayerController : CharacterBody3D,
MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting();
if (_closeEnemyDetector.IsColliding())
// Manage dash target and tutorial specific stuff
if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
{
DashIndicatorMesh.Visible = false;
}
if (!WeaponSystem.InHandState.Active && TutorialDone)
{
DashIndicatorMesh.Visible = true;
DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
}
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = false;
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
}
///////////////////////////
@@ -1855,9 +1901,19 @@ public partial class PlayerController : CharacterBody3D,
{
_isEnemyInDashAttackRange = false;
_closeEnemyDetector.SetRotation(HeadSystem.GetGlobalLookRotation());
var enemyTargetState = PlayerUi.TargetState.NoTarget;
var positionOnScreen = Vector2.Zero;
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable dashTarget)
{
enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
_targetLocation = dashTarget.GetTargetGlobalPosition();
positionOnScreen = _camera.UnprojectPosition(_targetLocation);
PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
return;
}
if (!_closeEnemyDetector.IsColliding())
{
PlayerUi.SetEnemyTargetProperties(new PlayerUi.TargetProperties(enemyTargetState, positionOnScreen));
@@ -1875,8 +1931,8 @@ public partial class PlayerController : CharacterBody3D,
_targetLocation = target.GetTargetGlobalPosition();
var targetDistance = _targetLocation.DistanceTo(GlobalPosition);
positionOnScreen = _camera.UnprojectPosition(_targetLocation);
_isEnemyInDashAttackRange = targetDistance < TargetInRangeDistance;
_isEnemyInDashAttackRange = true; //targetDistance < TargetInRangeDistance; // Removing the "almost dash" UI
if (_isEnemyInDashAttackRange)
{
enemyTargetState = PlayerUi.TargetState.TargetDashThrough;
@@ -1926,17 +1982,26 @@ public partial class PlayerController : CharacterBody3D,
_audioStream!.SwitchToClipByName("attacks");
}
private PhysicsDirectSpaceState3D _spaceState;
public void OnDashAttackStarted()
{
_audioStream!.SwitchToClipByName("attacks");
_isInvincible = true;
var actualDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
var travel = actualDashLocation - GlobalPosition;
var plannedDashLocation = _targetLocation + Vector3.Down*HeadSystem.Position.Y;
var query = PhysicsRayQueryParameters3D.Create(HeadSystem.GlobalPosition, plannedDashLocation, DashSystem.DashCast3D.CollisionMask);
var result = _spaceState.IntersectRay(query);
if (result.Count > 0)
{
plannedDashLocation = (Vector3) result["position"];
}
var travel = plannedDashLocation - GlobalPosition;
_preDashVelocity = Velocity;
_dashDirection = travel.Normalized();
var dashTween = CreatePositionTween(actualDashLocation, AimedDashTime);
var dashTween = CreatePositionTween(plannedDashLocation, AimedDashTime);
dashTween.Finished += OnDashAttackEnded;
}
@@ -1965,20 +2030,25 @@ public partial class PlayerController : CharacterBody3D,
}
else
{
var locationOtherSide = _targetLocation + (_targetLocation - _targetHitLocation);
GlobalPosition = locationOtherSide;
GlobalPosition = ComputePositionAfterTargetedDash(_targetLocation, _targetHitLocation);
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? _preDashVelocity.Length() : PostDashSpeed;
Velocity = _dashDirection * postDashVelocity;
}
_isInvincible = false;
_playerState.SendEvent("attack_finished");
}
public Vector3 ComputePositionAfterTargetedDash(Vector3 targetLocation, Vector3 targetHitLocation)
{
return targetLocation + (targetLocation - targetHitLocation);
}
public void OnInputHitPressed()
{
if (_aiming.Active && WeaponSystem.InHandState.Active)
{
ThrowWeapon();
return;
}
var attackToDo = _isEnemyInDashAttackRange ? "dash_attack" : "standard_attack";
@@ -2031,11 +2101,12 @@ public partial class PlayerController : CharacterBody3D,
{
ResetTimeScale();
}
public void ReduceHealth(IDamageable source, DamageRecord damageRecord)
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
GD.Print("That's NOT fine");
CHealth.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, CHealth.CurrentHealth);
var record = CHealth.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, record);
return record;
}
public void RegisterKnockback(IDamageable source, DamageRecord damageRecord)
{

View File

@@ -1,6 +1,7 @@
using System;
using Godot;
using Movementtests.interfaces;
using Movementtests.systems;
[GlobalClass]
public partial class Enemy : CharacterBody3D,
@@ -16,12 +17,14 @@ public partial class Enemy : CharacterBody3D,
{
// Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, float> HealthChanged;
public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted;
// Public export components
[Export]
public Node3D Target { get; set; }
[Export]
public float EnemyHeight { get; set; } = 1f;
[ExportGroup("Health")]
[Export]
@@ -54,6 +57,7 @@ public partial class Enemy : CharacterBody3D,
// Private stuff
private Area3D _damageBox;
private Node3D _target;
private CHealthbar _healthbar;
public override void _Ready()
{
@@ -75,6 +79,8 @@ public partial class Enemy : CharacterBody3D,
if (CHealth is null) GD.PrintErr("This node needs a 'CHealth' child of type IHealthable!");
if (CKnockback is null) GD.PrintErr("This node needs a 'CKnockback' child of type IKnockbackable!");
_healthbar = GetNode<CHealthbar>("CHealthBar");
if (RMovement != null) CMovement!.RMovement = RMovement;
if (RHealth != null)
{
@@ -86,9 +92,11 @@ public partial class Enemy : CharacterBody3D,
public void SetupSignals()
{
CDamageable.DamageTaken += ReduceHealth;
// Anonymous function call to erase return values of ReduceHealth
CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
CDamageable.DamageTaken += RegisterKnockback;
CHealth.HealthDepleted += Kill;
HealthChanged += (source, record) => _healthbar.OnHealthChanged(record);
}
public override void _PhysicsProcess(double delta)
@@ -147,20 +155,33 @@ public partial class Enemy : CharacterBody3D,
return CDamageable.ComputeDamage(damageRecord);
}
public void ReduceHealth(IDamageable source, DamageRecord damageRecord)
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
if (CHealth is null) return;
CHealth.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, CHealth.CurrentHealth);
if (CHealth is null) return new HealthChangedRecord(0, 0, 0);
var record = CHealth.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, record);
return record;
}
public void Kill(IHealthable source)
{
// Remove weapon that might be planted there
foreach (var child in GetChildren())
{
if (child is WeaponSystem system)
{
CallDeferred(Node.MethodName.RemoveChild, system);
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, system);
system.CallDeferred(Node3D.MethodName.SetGlobalPosition, GlobalPosition + Vector3.Up*EnemyHeight);
system.CallDeferred(WeaponSystem.MethodName.RethrowWeapon);
}
}
foreach (var killable in DeathEffects.ToIKillables())
{
killable.Kill(source);
}
QueueFree();
CallDeferred(Node.MethodName.QueueFree);
}
public void RegisterKnockback(IDamageable source, DamageRecord damageRecord)

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=3 uid="uid://cmlud1hwkd6sv"]
[gd_scene load_steps=21 format=3 uid="uid://cmlud1hwkd6sv"]
[ext_resource type="Script" uid="uid://bn7sc6id7n166" path="res://scenes/enemies/Enemy.cs" id="1_q8l7o"]
[ext_resource type="Script" uid="uid://b6y3ugfydvch0" path="res://components/damage/RDamageModifier.cs" id="2_1bsgx"]
@@ -7,6 +7,7 @@
[ext_resource type="Resource" uid="uid://bwqjaom4k7rc3" path="res://scenes/enemies/flying_enemy/flying_enemy_movement.tres" id="4_dejyg"]
[ext_resource type="Script" uid="uid://bjwrpv3jpsc1e" path="res://components/health/CHealth.cs" id="4_ys4jv"]
[ext_resource type="PackedScene" uid="uid://dmw5ibwrb483f" path="res://components/movement/CFlyingMovement.tscn" id="7_vaeds"]
[ext_resource type="PackedScene" uid="uid://bwx2um43k0ou4" path="res://components/health/CHealthbar.tscn" id="7_ykkxn"]
[ext_resource type="Script" uid="uid://dtpxijlnb2c5" path="res://components/movement/RMovement.cs" id="8_on7rt"]
[ext_resource type="Script" uid="uid://b0u23nkpaimyc" path="res://components/damage/CDamageable.cs" id="8_uotso"]
[ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://components/knockback/CKnockback.tscn" id="10_dejyg"]
@@ -47,6 +48,7 @@ collision_layer = 16
collision_mask = 273
motion_mode = 1
script = ExtResource("1_q8l7o")
EnemyHeight = 0.5
RHealth = ExtResource("2_ma2bq")
DeathEffects = Array[Object]([])
RDamage = ExtResource("2_on7rt")
@@ -58,6 +60,9 @@ script = ExtResource("4_ys4jv")
RHealth = ExtResource("2_ma2bq")
metadata/_custom_type_script = "uid://bjwrpv3jpsc1e"
[node name="CHealthBar" parent="." instance=ExtResource("7_ykkxn")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.70000005, 0)
[node name="CDamageable" type="Node" parent="."]
script = ExtResource("8_uotso")
DamageModifiers = Array[Object]([SubResource("Resource_jnv07"), SubResource("Resource_53j1c")])

View File

@@ -4,5 +4,5 @@
[resource]
script = ExtResource("1_jht15")
StartingHealth = 50.0
StartingHealth = 10.0
metadata/_custom_type_script = "uid://baiapod3csndf"

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=19 format=3 uid="uid://dxt0e2ugmttqq"]
[gd_scene load_steps=20 format=3 uid="uid://dxt0e2ugmttqq"]
[ext_resource type="Script" uid="uid://bn7sc6id7n166" path="res://scenes/enemies/Enemy.cs" id="1_r6506"]
[ext_resource type="Resource" uid="uid://otfc2snh8umc" path="res://scenes/enemies/grounded_enemy/grounded_enemy_damage.tres" id="2_bn56u"]
@@ -7,6 +7,7 @@
[ext_resource type="Resource" uid="uid://bohbojc68j7y1" path="res://scenes/enemies/grounded_enemy/grounded_enemy_health.tres" id="2_w4lm8"]
[ext_resource type="Resource" uid="uid://bqq6uukbdfysr" path="res://scenes/enemies/grounded_enemy/grounded_enemy_movement.tres" id="4_na24f"]
[ext_resource type="Script" uid="uid://b0u23nkpaimyc" path="res://components/damage/CDamageable.cs" id="7_1tw73"]
[ext_resource type="PackedScene" uid="uid://bwx2um43k0ou4" path="res://components/health/CHealthbar.tscn" id="7_18xwy"]
[ext_resource type="PackedScene" uid="uid://dbr7ioio158ew" path="res://components/movement/CGroundedMovement.tscn" id="7_qyswd"]
[ext_resource type="Script" uid="uid://dtpxijlnb2c5" path="res://components/movement/RMovement.cs" id="8_6d4gl"]
[ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://components/knockback/CKnockback.tscn" id="10_jqqi6"]
@@ -42,6 +43,7 @@ size = Vector3(1, 2, 1.5)
collision_layer = 16
collision_mask = 273
script = ExtResource("1_r6506")
EnemyHeight = 2.0
RHealth = ExtResource("2_w4lm8")
DeathEffects = Array[Object]([])
RDamage = ExtResource("2_bn56u")
@@ -53,6 +55,9 @@ script = ExtResource("2_gsmti")
RHealth = ExtResource("2_w4lm8")
metadata/_custom_type_script = "uid://bjwrpv3jpsc1e"
[node name="CHealthBar" parent="." instance=ExtResource("7_18xwy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2, 0)
[node name="CDamageable" type="Node" parent="."]
script = ExtResource("7_1tw73")
DamageModifiers = Array[Object]([SubResource("Resource_qj0ob")])

View File

@@ -1,10 +1,11 @@
using Godot;
using Movementtests.interfaces;
namespace Movementtests.systems;
public partial class DashSystem: Node3D
{
public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal, GodotObject HitObject = null);
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
@@ -13,9 +14,11 @@ public partial class DashSystem: Node3D
public float PostDashSpeed { get; set; } = 0f;
public bool HasHit { get; set; }
public bool CanDashThroughTarget { get; set; }
public Vector3 TargetLocation { get; set; }
public Vector3 CollisionPoint { get; set; }
public Vector3 CollisionNormal { get; set; }
public GodotObject CollidedObject { get; set; }
public Vector3 PlannedLocation { get; set; }
public bool ShouldMantle { get; set; }
@@ -23,7 +26,7 @@ public partial class DashSystem: Node3D
public MantleSystem MantleSystem { get; set; }
private HeadSystem _head;
private ShapeCast3D _dashCast3D;
public ShapeCast3D DashCast3D;
private Camera3D _camera;
private Vector3 _dashDirection = Vector3.Zero;
@@ -51,8 +54,8 @@ public partial class DashSystem: Node3D
public void Init(HeadSystem head, Camera3D camera)
{
_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
var dashShape = _dashCast3D.GetShape() as SphereShape3D;
DashCast3D = GetNode<ShapeCast3D>("DashCast3D");
var dashShape = DashCast3D.GetShape() as SphereShape3D;
DashCastRadius = dashShape!.Radius;
_dashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
@@ -75,30 +78,36 @@ public partial class DashSystem: Node3D
private DashLocation ComputeDashLocation()
{
var targetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
var hasHit = _dashCast3D.IsColliding();
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding();
if (!hasHit)
{
return new DashLocation(false, targetLocation, Vector3.Zero, Vector3.Zero);
}
var collisionPoint = _dashCast3D.GetCollisionPoint(0);
var collisionNormal = _dashCast3D.GetCollisionNormal(0);
var collisionPoint = DashCast3D.GetCollisionPoint(0);
var collisionNormal = DashCast3D.GetCollisionNormal(0);
var collidedObject = DashCast3D.GetCollider(0);
var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
var globalSweepPath = targetLocation - _dashCast3D.GlobalPosition;
var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal);
var fraction = DashCast3D.GetClosestCollisionSafeFraction();
var globalSweepPath = targetLocation - DashCast3D.GlobalPosition;
var locationAlongPath = DashCast3D.GlobalPosition + globalSweepPath * fraction;
return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal, collidedObject);
}
public void PrepareDash()
{
_dashCast3D.SetRotation(_head.GetGlobalLookRotation());
DashCast3D.SetRotation(_head.GetGlobalLookRotation());
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal, CollidedObject) = ComputeDashLocation();
CanDashThroughTarget = false;
if (CollidedObject is ITargetable targetable)
{
_dashTarget.SetVisible(false);
CanDashThroughTarget = true;
return;
}
// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
// Then query it being careful when dashing underneath a platform and such
MantleSystem.SetGlobalPosition(PlannedLocation);
MantleSystem.SetRotation(new Vector3(
MantleSystem.Rotation.X,
@@ -115,6 +124,7 @@ public partial class DashSystem: Node3D
_dashTarget.SetVisible(true);
var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
_dashTarget.SetGlobalPosition(targetLocation);
return;
var shouldShowDropIndicator = !HasHit && !ShouldMantle;
_dashDropIndicator.SetVisible(shouldShowDropIndicator);
@@ -126,7 +136,7 @@ public partial class DashSystem: Node3D
// End of the drop is either max cast distance or first collision
var hasDropLocationHit = _dashCastDrop.IsColliding();
var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(_dashCast3D.TargetPosition);
var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(DashCast3D.TargetPosition);
// Only show drop location indicator if drop cast has hit
_dashDropLocationIndicator.SetVisible(hasDropLocationHit);
@@ -141,13 +151,9 @@ public partial class DashSystem: Node3D
public void StopPreparingDash()
{
CanDashThroughTarget = false;
_dashTarget.SetVisible(false);
_dashDropIndicator.SetVisible(false);
_dashDropLocationIndicator.SetVisible(false);
}
public void StartPreparingDash()
{
_dashTarget.SetVisible(true);
}
}

View File

@@ -28,7 +28,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
shape = SubResource("SphereShape3D_jngg2")
target_position = Vector3(0, 0, -12)
max_results = 1
collision_mask = 256
collision_mask = 304
debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
[node name="DashCastDrop" type="ShapeCast3D" parent="."]
@@ -36,7 +36,7 @@ transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 1
shape = SubResource("SphereShape3D_jngg2")
target_position = Vector3(0, 0, -50)
max_results = 1
collision_mask = 256
collision_mask = 304
debug_shape_custom_color = Color(0.911631, 0.11884, 0.656218, 1)
[node name="DashTarget" type="MeshInstance3D" parent="."]

View File

@@ -22,27 +22,23 @@ public partial class WeaponSystem : RigidBody3D
public StateChartState FlyingState;
public StateChartState PlantedState;
private Node3D _head;
private ShapeCast3D _dashCast3D;
private Camera3D _camera;
private TweenQueueSystem _tweenQueueSystem;
private Transform3D _startTransform;
private Transform3D _startMeshTransform;
private Vector3 _startMeshRotation;
private Vector3 _throwDirection;
public Vector3 PlantLocation { get; set; }
public Vector3 PlantNormal { get; set; }
public Node PlantObject { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; }
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
public MeshInstance3D WeaponMesh { get; set; }
public void Init(Node3D head, Camera3D camera)
public void Init()
{
_head = head;
_camera = camera;
_weaponState = StateChart.Of(GetNode("StateChart"));
InHandState = StateChartState.Of(GetNode("StateChart/Root/InHand"));
FlyingState = StateChartState.Of(GetNode("StateChart/Root/Flying"));
@@ -53,7 +49,7 @@ public partial class WeaponSystem : RigidBody3D
WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
WeaponMesh = GetNode<MeshInstance3D>("Weapon");
_startMeshTransform = WeaponMesh.Transform;
_startMeshRotation = WeaponMesh.Rotation;
_tweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
_tweenQueueSystem.Init(this);
@@ -90,7 +86,7 @@ public partial class WeaponSystem : RigidBody3D
PlantLocation = location;
}
public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal)
public void ThrowWeapon(Vector3 end, bool hasHit, Vector3 collisionLocation, Vector3 collisionNormal, Node collidedObject)
{
_weaponState.SendEvent("throw");
@@ -103,11 +99,21 @@ public partial class WeaponSystem : RigidBody3D
var tween = _tweenQueueSystem.TweenToLocation(new TweenQueueSystem.TweenInputs(end, StraightThrowDuration));
if (hasHit)
{
PlantObject = collidedObject;
tween.Finished += PlantWeaponInWall;
}
else
tween.Finished += ThrowWeaponOnCurve;
}
public void RethrowWeapon()
{
_weaponState.SendEvent("throw");
_throwDirection = Vector3.Up;
ThrowWeaponOnCurve();
}
public void ThrowWeaponOnCurve()
{
Freeze = false;
@@ -118,16 +124,22 @@ public partial class WeaponSystem : RigidBody3D
{
_weaponState.SendEvent("plant");
// WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
Freeze = true;
GlobalPosition = PlantLocation;
WeaponMesh.Transform = _startMeshTransform;
LookAt(GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
WeaponMesh.Rotation = _startMeshRotation;
// WeaponLocationIndicatorMaterial.StencilColor = new Color(1f, 0.2f, 0.2f);
if (PlantObject is Node3D node)
{
GetTree().GetRoot().CallDeferred(Node.MethodName.RemoveChild, this);
node.CallDeferred(Node.MethodName.AddChild, this);
}
CallDeferred(Node3D.MethodName.SetGlobalPosition, PlantLocation);
CallDeferred(Node3D.MethodName.LookAt, GlobalTransform.Origin + PlantNormal, Vector3.Up, true);
}
public void OnThrownWeaponReachesGround(Node other)
{
PlantObject = other;
PlantWeaponInWall();
}

View File

@@ -38,7 +38,7 @@ material = SubResource("StandardMaterial3D_m0v1h")
[node name="Weapon" type="RigidBody3D"]
collision_layer = 65536
collision_mask = 256
collision_mask = 304
continuous_cd = true
contact_monitor = true
max_contacts_reported = 1
@@ -54,6 +54,9 @@ shape = SubResource("CylinderShape3D_avini")
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="WeaponLocationIndicator" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_jpdh0")
[node name="StateChart" type="Node" parent="."]
script = ExtResource("3_5owyf")
metadata/_custom_type_script = "uid://couw105c3bde4"
@@ -89,11 +92,14 @@ delay_in_seconds = "0.0"
[node name="Planted" type="Node" parent="StateChart/Root"]
script = ExtResource("5_m0v1h")
[node name="ToFlying" type="Node" parent="StateChart/Root/Planted"]
script = ExtResource("6_jpdh0")
to = NodePath("../../Flying")
event = &"throw"
delay_in_seconds = "0.0"
[node name="ToHand" type="Node" parent="StateChart/Root/Planted"]
script = ExtResource("6_jpdh0")
to = NodePath("../../InHand")
event = &"recover"
delay_in_seconds = "0.0"
[node name="WeaponLocationIndicator" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_jpdh0")