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2 Commits

Author SHA1 Message Date
290f79afd4 removed null!
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 20s
Create tag and build when new code gets to main / Export (push) Successful in 4m52s
2026-02-26 19:18:27 +01:00
5408f455af removed internal
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 20s
Create tag and build when new code gets to main / Export (push) Successful in 5m2s
2026-02-26 18:56:50 +01:00
19 changed files with 173 additions and 173 deletions

View File

@@ -8,7 +8,7 @@ namespace Gamesmiths.Forge.Godot.Core;
public class ForgeManagers public class ForgeManagers
{ {
public static ForgeManagers Instance { get; private set; } = null!; public static ForgeManagers Instance { get; private set; }
public TagsManager TagsManager { get; private set; } public TagsManager TagsManager { get; private set; }

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@@ -11,7 +11,7 @@ public partial class AttributeEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label = null!; private Label _label;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -14,7 +14,7 @@ namespace Gamesmiths.Forge.Godot.Editor.Attributes;
[Tool] [Tool]
public partial class AttributeSetClassEditorProperty : EditorProperty public partial class AttributeSetClassEditorProperty : EditorProperty
{ {
private OptionButton _optionButton = null!; private OptionButton _optionButton;
public override void _Ready() public override void _Ready()
{ {

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@@ -14,7 +14,7 @@ public partial class CueKeyEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label = null!; private Label _label;
public override void _Ready() public override void _Ready()
{ {

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@@ -15,13 +15,13 @@ public partial class TagContainerEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root = null!; private VBoxContainer _root;
private Button _containerButton = null!; private Button _containerButton;
private ScrollContainer _scroll = null!; private ScrollContainer _scroll;
private Tree _tree = null!; private Tree _tree;
private Texture2D _checkedIcon = null!; private Texture2D _checkedIcon;
private Texture2D _uncheckedIcon = null!; private Texture2D _uncheckedIcon;
private GodotStringArray _currentValue = []; private GodotStringArray _currentValue = [];

View File

@@ -13,13 +13,13 @@ public partial class TagEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root = null!; private VBoxContainer _root;
private Button _containerButton = null!; private Button _containerButton;
private ScrollContainer _scroll = null!; private ScrollContainer _scroll;
private Tree _tree = null!; private Tree _tree;
private Texture2D _checkedIcon = null!; private Texture2D _checkedIcon;
private Texture2D _uncheckedIcon = null!; private Texture2D _uncheckedIcon;
private string _currentValue = string.Empty; private string _currentValue = string.Empty;

View File

@@ -16,7 +16,7 @@ public partial class TagsEditor : VBoxContainer, ISerializationListener
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private TagsManager _tagsManager = null!; private TagsManager _tagsManager;
private ForgeData? _forgePluginData; private ForgeData? _forgePluginData;

View File

@@ -18,15 +18,15 @@ public partial class ForgeEntity : Node, IForgeEntity
[Export] [Export]
public ForgeTagContainer BaseTags { get; set; } = new(); public ForgeTagContainer BaseTags { get; set; } = new();
public EntityAttributes Attributes { get; set; } = null!; public EntityAttributes Attributes { get; set; }
public EntityTags Tags { get; set; } = null!; public EntityTags Tags { get; set; }
public EffectsManager EffectsManager { get; set; } = null!; public EffectsManager EffectsManager { get; set; }
public EntityAbilities Abilities { get; set; } = null!; public EntityAbilities Abilities { get; set; }
public EventManager Events { get; set; } = null!; public EventManager Events { get; set; }
public override void _Ready() public override void _Ready()
{ {

View File

@@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\"" rm -rf \"{temp_dir}\""
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true dotnet/embed_build_outputs=false
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true dotnet/embed_build_outputs=false
texture_format/bptc=true texture_format/bptc=true
texture_format/s3tc=true texture_format/s3tc=true
texture_format/etc=false texture_format/etc=false
@@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
Remove-Item -Recurse -Force '{temp_dir}'" Remove-Item -Recurse -Force '{temp_dir}'"
dotnet/include_scripts_content=false dotnet/include_scripts_content=false
dotnet/include_debug_symbols=true dotnet/include_debug_symbols=true
dotnet/embed_build_outputs=true dotnet/embed_build_outputs=false

View File

@@ -7,7 +7,7 @@ using Movementtests.systems.damage;
[GlobalClass] [GlobalClass]
public partial class RDamageModifier : Resource, IDamageable public partial class RDamageModifier : Resource, IDamageable
{ {
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
[Export] [Export]
public EDamageTypes DamageType { get; set;} public EDamageTypes DamageType { get; set;}

View File

@@ -5,11 +5,11 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class CHealth : Node, IHealthable public partial class CHealth : Node, IHealthable
{ {
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
[Export] [Export]
public RHealth RHealth { get; set; } = null!; public RHealth RHealth { get; set; }
public float CurrentHealth { get; set; } public float CurrentHealth { get; set; }

View File

@@ -5,9 +5,9 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")]
public partial class CKnockback : Node3D, IKnockbackable public partial class CKnockback : Node3D, IKnockbackable
{ {
[Export] public RKnockback RKnockback { get; set;} = null!; [Export] public RKnockback RKnockback { get; set; }
private KnockbackRecord _knockbackRecord = null!; private KnockbackRecord _knockbackRecord;
public void RegisterKnockback(KnockbackRecord knockbackRecord) public void RegisterKnockback(KnockbackRecord knockbackRecord)
{ {

View File

@@ -6,9 +6,9 @@ namespace Movementtests.scenes.movement;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")]
public partial class CGroundedMovement : Node3D, IMoveable public partial class CGroundedMovement : Node3D, IMoveable
{ {
[Export] public RMovement RMovement { get; set; } = null!; [Export] public RMovement RMovement { get; set; }
[Export] public RayCast3D WallInFrontRayCast { get; set; } = null!; [Export] public RayCast3D WallInFrontRayCast { get; set; }
public Vector3 ComputeVelocity(MovementInputs inputs) public Vector3 ComputeVelocity(MovementInputs inputs)

View File

@@ -16,37 +16,37 @@ public partial class Enemy : CharacterBody3D,
IStunnable IStunnable
{ {
// Signals and events // Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
// Public export components // Public export components
[Export] [Export]
public Node3D Target { get; set; } = null!; public Node3D Target { get; set;}
[Export] [Export]
public float EnemyHeight { get; set; } = 1f; public float EnemyHeight { get; set; } = 1f;
[ExportGroup("Health")] [ExportGroup("Health")]
[Export] [Export]
public RHealth RHealth { get; set; } = null!; public RHealth RHealth { get; set; }
[Export] [Export]
public RDeathEffect[] DeathEffects { get; set; } = null!; public RDeathEffect[] DeathEffects { get; set; }
public IHealthable CHealth { get; set; } = null!; public IHealthable CHealth { get; set; }
[ExportGroup("Damage")] [ExportGroup("Damage")]
[Export] [Export]
public RDamage RDamage { get; set; } = null!; public RDamage RDamage { get; set; }
public IDamageable CDamageable { get; set; } = null!; public IDamageable CDamageable { get; set; }
[Export] [Export]
public RKnockback RKnockback { get; set; } = null!; public RKnockback RKnockback { get; set; }
public IKnockbackable CKnockback { get; set; } = null!; public IKnockbackable CKnockback { get; set; }
[ExportGroup("Movement")] [ExportGroup("Movement")]
[Export] [Export]
public RMovement RMovement { get; set; } = null!; public RMovement RMovement { get; set; }
public IMoveable CMovement { get; set; } = null!; public IMoveable CMovement { get; set; }
// Public stuff // Public stuff
public float CurrentHealth public float CurrentHealth
@@ -56,9 +56,9 @@ public partial class Enemy : CharacterBody3D,
} }
// Private stuff // Private stuff
private Area3D _damageBox = null!; private Area3D _damageBox;
internal Node3D _target = null!; private Node3D _target;
private Healthbar _healthbar = null!; private Healthbar _healthbar;
public override void _Ready() public override void _Ready()
{ {

View File

@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control public partial class PlayerUi : Control
{ {
internal TextureRect[] _dashIcons = new TextureRect[3]; private TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget; private TextureRect _enemyTarget;
private Healthbar _healthbar; private Healthbar _healthbar;

View File

@@ -24,21 +24,21 @@ public partial class DashSystem: Node3D
public bool ShouldMantle { get; set; } public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; } public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; } = null!; public MantleSystem MantleSystem { get; set; }
internal HeadSystem Head = null!; private HeadSystem Head;
public ShapeCast3D DashCast3D = null!; public ShapeCast3D DashCast3D;
internal Camera3D Camera = null!; private Camera3D Camera;
internal Vector3 DashDirection = Vector3.Zero; private Vector3 DashDirection = Vector3.Zero;
internal ShapeCast3D DashCastDrop = null!; private ShapeCast3D DashCastDrop;
internal MeshInstance3D DashDropIndicator = null!; private MeshInstance3D DashDropIndicator;
internal MeshInstance3D DashDropLocationIndicator = null!; private MeshInstance3D DashDropLocationIndicator;
internal MeshInstance3D DashTarget = null!; private MeshInstance3D DashTarget;
internal CpuParticles3D DashIndicator = null!; private CpuParticles3D DashIndicator;
internal AnimationPlayer DashIndicatorAnim = null!; private AnimationPlayer DashIndicatorAnim;
[Export] public PackedScene DashIndicatorScene { get; set; } = null!; [Export] public PackedScene DashIndicatorScene { get; set; }
[Signal] [Signal]
public delegate void DashStartedEventHandler(); public delegate void DashStartedEventHandler();
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer"); DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
} }
internal DashLocation ComputeDashLocation() private DashLocation ComputeDashLocation()
{ {
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition); var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding(); var hasHit = DashCast3D.IsColliding();

View File

@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier, float BobbingMultiplier,
float FovMultiplier); float FovMultiplier);
internal Camera3D _camera; private Camera3D _camera;
internal Marker3D _cameraAnchor; private Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer; private AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree; private AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f; public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f; public float SlidingJitterAmplitude { get; set; } = 0.1f;
internal FastNoiseLite _slidingNoise = new FastNoiseLite(); private FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")] [ExportGroup("Bobbing")]
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")] [Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f; public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f; public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")] [ExportGroup("First Person rig")]
internal Node3D _fpRig; private Node3D _fpRig;
internal Node3D _rightHandedWeapon; private Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon; private Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig; private Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation; private Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f; public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated(); EmitSignalHitboxDeactivated();
} }
internal bool _footstepEmitted; private bool _footstepEmitted;
internal bool _isPlayingForcingAnim; private bool _isPlayingForcingAnim;
public void ResetHeadBobbing() public void ResetHeadBobbing()
{ {

View File

@@ -22,11 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f; public float StraightThrowDuration { get; set; } = 0.1f;
private StateChart _weaponState = null!; private StateChart _weaponState;
public StateChartState InHandState = null!; public StateChartState InHandState;
public StateChartState FlyingState = null!; public StateChartState FlyingState;
public StateChartState PlantedState = null!; public StateChartState PlantedState;
private ShapeCast3D _dashCast3D = null!; private ShapeCast3D _dashCast3D;
private Transform3D _startTransform; private Transform3D _startTransform;
private Vector3 _startMeshRotation; private Vector3 _startMeshRotation;
@@ -36,9 +36,9 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
public Vector3 PlantNormal { get; set; } public Vector3 PlantNormal { get; set; }
public Node? PlantObject { get; set; } public Node? PlantObject { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; } = null!; public MeshInstance3D WeaponLocationIndicator { get; set; }
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!; public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
public MeshInstance3D WeaponMesh { get; set; } = null!; public MeshInstance3D WeaponMesh { get; set; }
public void Init() public void Init()
{ {

View File

@@ -49,45 +49,45 @@ public partial class PlayerController : CharacterBody3D,
[Signal] [Signal]
public delegate void PlayerDiedEventHandler(); public delegate void PlayerDiedEventHandler();
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
/////////////////////////// ///////////////////////////
// Public stuff // // Public stuff //
/////////////////////////// ///////////////////////////
public HeadSystem HeadSystem = null!; public HeadSystem HeadSystem;
public StairsSystem StairsSystem = null!; public StairsSystem StairsSystem;
public MantleSystem MantleSystem = null!; public MantleSystem MantleSystem;
public DashSystem DashSystem = null!; public DashSystem DashSystem;
public CollisionShape3D StandingCollider = null!; public CollisionShape3D StandingCollider;
public CollisionShape3D SlideCollider = null!; public CollisionShape3D SlideCollider;
public WeaponSystem WeaponSystem = null!; public WeaponSystem WeaponSystem;
public WallHugSystem WallHugSystem = null!; public WallHugSystem WallHugSystem;
public PlayerUi PlayerUi = null!; public PlayerUi PlayerUi;
public TextureRect DashIndicator = null!; public TextureRect DashIndicator;
public ColorRect PowerCooldownIndicator = null!; public ColorRect PowerCooldownIndicator;
public Node3D DashIndicatorNode = null!; public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh = null!; public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder = null!; public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper = null!; public RayCast3D WallRunSnapper;
public ShapeCast3D GroundDetector = null!; public ShapeCast3D GroundDetector;
public ShapeCast3D CeilingDetector = null!; public ShapeCast3D CeilingDetector;
public RayCast3D DirectGroundDetector = null!; public RayCast3D DirectGroundDetector;
public Area3D WeaponHitbox = null!; public Area3D WeaponHitbox;
public AudioStreamPlayer3D SfxPlayer = null!; public AudioStreamPlayer3D SfxPlayer;
public ShapeCast3D DashDamageDetector = null!; public ShapeCast3D DashDamageDetector;
public Area3D SlidingEnemyDetector = null!; public Area3D SlidingEnemyDetector;
public EntityAttributes Attributes { get; set; } = null!; public EntityAttributes Attributes { get; set; }
public EntityTags Tags { get; set; } = null!; public EntityTags Tags { get; set; }
public EffectsManager EffectsManager { get; set; } = null!; public EffectsManager EffectsManager { get; set; }
public EntityAbilities Abilities { get; set; } = null!; public EntityAbilities Abilities { get; set; }
public EventManager Events { get; set; } = null!; public EventManager Events { get; set; }
// Inspector stuff // Inspector stuff
[Export] public Marker3D TutorialWeaponTarget = null!; [Export] public Marker3D TutorialWeaponTarget;
[Export] public bool TutorialDone { get; set; } [Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true; [Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true; [Export] public bool HasParry { get; set; } = true;
@@ -102,9 +102,9 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")] [Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f; public float AimAssistReductionStartDistance { get; set; } = 10f;
[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!; [ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; }
[Export] public RKnockback? RKnockback { get; set; } = null!; [Export] public RKnockback? RKnockback { get; set; }
[Export] public RHealth? RHealth { get; set; } = null!; [Export] public RHealth? RHealth { get; set; }
[ExportGroup("Targeting")] [ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -114,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")] [ExportGroup("Instantiation")]
[Export] [Export]
public PackedScene Explosion { get; set; } = null!; public PackedScene Explosion { get; set; }
// Movement stuff // Movement stuff
[ExportCategory("Movement")] [ExportCategory("Movement")]
@@ -141,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f; public float MantleTime { get; set; } = 0.1f;
[Export] [Export]
public PackedScene MantlePath { get; set; } = null!; public PackedScene MantlePath { get; set; }
[Export(PropertyHint.Range, "0,50,0.1")] [Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f; public float MantleDashStrength { get; set; } = 15f;
@@ -266,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit // Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf; private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4; private const int NumOfHeadCollisionDetectors = 4;
private RayCast3D[] _headCollisionDetectors = null!; private RayCast3D[] _headCollisionDetectors;
private AudioStreamPlaybackInteractive _audioStream = null!; private AudioStreamPlaybackInteractive _audioStream;
// Basic movement // Basic movement
private bool _movementEnabled = true; private bool _movementEnabled = true;
@@ -277,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane; private float _inputRotateFloorplane;
// Basic falling // Basic falling
internal float TargetSpeed; private float TargetSpeed;
internal float Gravity; private float Gravity;
// Jump stuff // Jump stuff
private int _currentInputBufferFrames; private int _currentInputBufferFrames;
@@ -291,7 +291,7 @@ public partial class PlayerController : CharacterBody3D,
private Path? _mantlePath; private Path? _mantlePath;
private bool _customMantle; private bool _customMantle;
private Transform3D _customMantleStartTransform; private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve = null!; private Curve3D _customMantleCurve;
private Vector3 _mantleStartPosition; private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero; private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -302,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero; private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff // Dash stuff
internal bool CanDash = true; private bool CanDash = true;
private bool _canDashAirborne = true; private bool _canDashAirborne = true;
private float _playerHeight; private float _playerHeight;
private float _playerRadius; private float _playerRadius;
@@ -328,56 +328,56 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f; private float _aimAssistMultiplier = 1.0f;
// Timers // Timers
private Timer _timeScaleAimInAirTimer = null!; private Timer _timeScaleAimInAirTimer;
private Timer _weaponThrowUncatchableTimer = null!; private Timer _weaponThrowUncatchableTimer;
private Timer _simpleDashCooldownTimer = null!; private Timer _simpleDashCooldownTimer;
private Timer _airborneDashCooldownTimer = null!; private Timer _airborneDashCooldownTimer;
private Timer _powerCooldownTimer = null!; private Timer _powerCooldownTimer;
private Timer _invincibilityTimer = null!; private Timer _invincibilityTimer;
private Timer _attackCooldown = null!; private Timer _attackCooldown;
// State chart // State chart
private StateChart _playerState = null!; private StateChart _playerState;
private StateChartState _aiming = null!; private StateChartState _aiming;
private StateChartState _powerExpired = null!; private StateChartState _powerExpired;
private StateChartState _powerRecharging = null!; private StateChartState _powerRecharging;
private StateChartState _powerFull = null!; private StateChartState _powerFull;
private StateChartState _grounded = null!; private StateChartState _grounded;
private StateChartState _airborne = null!; private StateChartState _airborne;
private StateChartState _coyoteEnabled = null!; private StateChartState _coyoteEnabled;
private StateChartState _jumping = null!; private StateChartState _jumping;
private StateChartState _simpleJump = null!; private StateChartState _simpleJump;
private StateChartState _doubleJump = null!; private StateChartState _doubleJump;
private StateChartState _mantling = null!; private StateChartState _mantling;
private StateChartState _simpleDash = null!; private StateChartState _simpleDash;
private StateChartState _aimedDash = null!; private StateChartState _aimedDash;
private StateChartState _weaponDash = null!; private StateChartState _weaponDash;
private StateChartState _sliding = null!; private StateChartState _sliding;
private StateChartState _groundSliding = null!; private StateChartState _groundSliding;
private StateChartState _airGliding = null!; private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump = null!; private StateChartState _airGlidingDoubleJump;
private StateChartState _slideCanceled = null!; private StateChartState _slideCanceled;
private StateChartState _slamming = null!; private StateChartState _slamming;
private StateChartState _onWall = null!; private StateChartState _onWall;
private StateChartState _onWallHugging = null!; private StateChartState _onWallHugging;
private StateChartState _onWallHanging = null!; private StateChartState _onWallHanging;
private StateChartState _onWallRunning = null!; private StateChartState _onWallRunning;
private StateChartState _attackStandard = null!; private StateChartState _attackStandard;
private StateChartState _attackDash = null!; private StateChartState _attackDash;
private StateChartState _parryStandard = null!; private StateChartState _parryStandard;
private StateChartState _parryDash = null!; private StateChartState _parryDash;
private Transition _onJumpFromWall = null!; private Transition _onJumpFromWall;
private Transition _onJumpFromWallFalling = null!; private Transition _onJumpFromWallFalling;
private Transition _onJumpFromWallRunning = null!; private Transition _onJumpFromWallRunning;
private Transition _onLeaveWallFromRun = null!; private Transition _onLeaveWallFromRun;
private Transition _onAirborneToGrounded = null!; private Transition _onAirborneToGrounded;
private Transition _onGroundSlideJump = null!; private Transition _onGroundSlideJump;
private Transition _onAirGlideDoubleJump = null!; private Transition _onAirGlideDoubleJump;
// Damage // Damage
public CDamageable? CDamageable { get; set; } public CDamageable? CDamageable { get; set; }
@@ -395,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>(); private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector = null!; private ShapeCast3D _closeEnemyDetector;
private RayCast3D _aimAssisRayCast = null!; private RayCast3D _aimAssisRayCast;
private Camera3D _camera = null!; private Camera3D _camera;
public override void _Ready() public override void _Ready()
{ {
@@ -2348,7 +2348,7 @@ public partial class PlayerController : CharacterBody3D,
_audioStream.SwitchToClipByName("parry"); _audioStream.SwitchToClipByName("parry");
} }
private PhysicsDirectSpaceState3D _spaceState = null!; private PhysicsDirectSpaceState3D _spaceState;
public void StartDashAction(bool isParry) public void StartDashAction(bool isParry)
{ {
if (isParry) HeadSystem.OnParry(); if (isParry) HeadSystem.OnParry();