Compare commits
14 Commits
v0.2.50
...
4bcbda9690
| Author | SHA1 | Date | |
|---|---|---|---|
| 4bcbda9690 | |||
| e51ef5a517 | |||
| 50de6abb5d | |||
| 95616f61fc | |||
| b15a4fef95 | |||
| 14d29d68bb | |||
| 9d612682ec | |||
| 9bfe37af62 | |||
| 55eba7fcc8 | |||
| 7a3e61b86f | |||
| 8153ec07e7 | |||
| ddc85655be | |||
| c92eb19a1c | |||
| 290f79afd4 |
@@ -83,6 +83,8 @@ jobs:
|
||||
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||||
Export:
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||||
runs-on: godot
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env:
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RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
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needs:
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- BumpTag
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||||
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||||
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||||
@@ -125,25 +125,14 @@
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</ItemGroup>
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||||
<ItemGroup>
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||||
<Folder Include="addons\" />
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||||
<Folder Include="tests\" />
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||||
<Folder Include="tools\" />
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||||
</ItemGroup>
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||||
<ItemGroup>
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||||
<PackageReference Include="RustyOptions" Version="0.10.1" />
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||||
</ItemGroup>
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||||
<Import Project="addons/forge/Forge.props" />
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||||
|
||||
<!-- XUnit -->
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||||
<ItemGroup>
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||||
<Content Include="xunit.runner.json" CopyToOutputDirectory="PreserveNewest" />
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||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
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||||
<Using Include="Xunit" />
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||||
</ItemGroup>
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||||
|
||||
<ItemGroup>
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||||
<PackageReference Include="xunit.v3.mtp-v2" Version="3.2.2" />
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||||
</ItemGroup>
|
||||
|
||||
<!-- gdUnit4 package dependencies -->
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||||
<ItemGroup>
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||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
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||||
@@ -154,5 +143,4 @@
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||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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||||
</ItemGroup>
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||||
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||||
</Project>
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||||
@@ -46,7 +46,7 @@ kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
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rm -rf \"{temp_dir}\""
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dotnet/include_scripts_content=false
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||||
dotnet/include_debug_symbols=true
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dotnet/embed_build_outputs=false
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dotnet/embed_build_outputs=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/etc=false
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@@ -125,7 +125,7 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
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Remove-Item -Recurse -Force '{temp_dir}'"
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dotnet/include_scripts_content=false
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dotnet/include_debug_symbols=true
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dotnet/embed_build_outputs=false
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dotnet/embed_build_outputs=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/etc=false
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@@ -472,4 +472,4 @@ Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorActi
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Remove-Item -Recurse -Force '{temp_dir}'"
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dotnet/include_scripts_content=false
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dotnet/include_debug_symbols=true
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dotnet/embed_build_outputs=false
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dotnet/embed_build_outputs=true
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@@ -13,15 +13,10 @@ public partial class ForgeManager : Node
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"class.warrior",
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"status.stunned",
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"status.burning",
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"status.enraged",
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"status.immune.fire",
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"cues.damage.fire",
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"events.combat.damage",
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"events.combat.hit",
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"cooldown.fireball"
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"cooldown.empoweredAction",
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]);
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public ForgeManager()
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{
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}
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}
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78
forge/abilities/REmpoweredAction.cs
Normal file
78
forge/abilities/REmpoweredAction.cs
Normal file
@@ -0,0 +1,78 @@
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using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects.Components;
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using Gamesmiths.Forge.Effects.Duration;
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using Gamesmiths.Forge.Effects.Magnitudes;
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using Gamesmiths.Forge.Effects.Modifiers;
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using Gamesmiths.Forge.Tags;
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using Godot;
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namespace Movementtests.forge.abilities;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_animation.png")]
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public partial class REmpoweredAction(float cost, float cooldown, float manaRegenPause) : Resource
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{
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float Cost { get; set; } = cost;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float Cooldown { get; set; } = cooldown;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float ManaRegenPause { get; set; } = manaRegenPause;
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||||
public REmpoweredAction() : this(20.0f, 1.0f, 3.0f)
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{
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||||
}
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||||
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public EffectData CostEffect()
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||||
{
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return new(
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"Empowered Action Mana Cost",
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new DurationData(DurationType.Instant),
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new[]
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||||
{
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new Modifier(
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"PlayerAttributeSet.Mana",
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ModifierOperation.FlatBonus,
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new ModifierMagnitude(
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MagnitudeCalculationType.ScalableFloat,
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new ScalableFloat(-Cost)
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)
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)
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});
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}
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public EffectData CooldownEffect(TagsManager tagsManager)
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{
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return new(
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"Empowered Action Cooldown",
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new DurationData(
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DurationType.HasDuration,
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new ModifierMagnitude(
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MagnitudeCalculationType.ScalableFloat,
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new ScalableFloat(Cooldown))),
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effectComponents: new[]
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{
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new ModifierTagsEffectComponent(
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tagsManager.RequestTagContainer(new[] { "cooldown.empoweredAction" })
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||||
)
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});
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}
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}
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public class EmpoweredActionBehavior : IAbilityBehavior
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{
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public void OnStarted(AbilityBehaviorContext context)
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{
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// Apply costs and cooldowns
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context.AbilityHandle.CommitAbility();
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context.InstanceHandle.End();
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||||
}
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||||
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public void OnEnded(AbilityBehaviorContext context)
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{
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||||
// Do any necessary cleanups
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||||
}
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||||
}
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||||
1
forge/abilities/REmpoweredAction.cs.uid
Normal file
1
forge/abilities/REmpoweredAction.cs.uid
Normal file
@@ -0,0 +1 @@
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||||
uid://d0l07gcx1ef18
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||||
46
forge/effects/RManaRegen.cs
Normal file
46
forge/effects/RManaRegen.cs
Normal file
@@ -0,0 +1,46 @@
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||||
using Gamesmiths.Forge.Effects;
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||||
using Gamesmiths.Forge.Effects.Duration;
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||||
using Gamesmiths.Forge.Effects.Magnitudes;
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using Gamesmiths.Forge.Effects.Modifiers;
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||||
using Gamesmiths.Forge.Effects.Periodic;
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||||
using Godot;
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||||
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||||
namespace Movementtests.tools.effects;
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||||
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_liquid.png")]
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public partial class RManaRegen(float manaRegenRate, float frequency) : Resource
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||||
{
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||||
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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||||
public float ManaRegenRate { get; set; } = manaRegenRate;
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||||
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||||
[Export(PropertyHint.Range, "0.01,1,0.01,or_greater")]
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||||
public float Frequency { get; set; } = frequency;
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||||
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||||
public RManaRegen() : this(1.0f, 0.1f)
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||||
{
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||||
}
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||||
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public EffectData ManaRegen()
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{
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return new EffectData(
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"Mana Regen",
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||||
durationData: new DurationData(
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||||
DurationType.Infinite
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||||
),
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modifiers: [
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new Modifier(
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||||
"PlayerAttributeSet.Mana",
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||||
ModifierOperation.FlatBonus,
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||||
new ModifierMagnitude(
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||||
MagnitudeCalculationType.ScalableFloat,
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||||
new ScalableFloat(ManaRegenRate * Frequency))
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||||
)
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||||
],
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||||
periodicData: new PeriodicData(
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||||
Period: new ScalableFloat(Frequency),
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||||
ExecuteOnApplication: true,
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||||
PeriodInhibitionRemovedPolicy: PeriodInhibitionRemovedPolicy.ResetPeriod
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||||
)
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||||
);
|
||||
}
|
||||
}
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||||
1
forge/effects/RManaRegen.cs.uid
Normal file
1
forge/effects/RManaRegen.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://di04jvuqp0h7m
|
||||
@@ -1,5 +0,0 @@
|
||||
{
|
||||
"test": {
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||||
"runner": "Microsoft.Testing.Platform"
|
||||
}
|
||||
}
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||||
@@ -770,3 +770,10 @@ transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, -0.5, 0, 0)
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||||
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||||
[node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0)
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||||
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||||
[node name="OmniLight3D" type="OmniLight3D" parent="." index="13" unique_id=702421172]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, 4)
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||||
|
||||
[node name="OmniLight3D2" type="OmniLight3D" parent="." index="14" unique_id=2016820716]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -9.5)
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||||
omni_range = 12.0
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||||
|
||||
@@ -15,8 +15,8 @@
|
||||
[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
|
||||
[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_jk7w8"]
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||||
size = Vector3(6.75, 8.25, 7.25)
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
|
||||
size = Vector3(7.5, 3.75, 10.25)
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||||
|
||||
[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
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||||
|
||||
@@ -105,13 +105,12 @@ transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 27, 13.5, -9)
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||||
[node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")]
|
||||
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5)
|
||||
|
||||
[node name="Player" parent="." index="14" unique_id=1309399929]
|
||||
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
|
||||
|
||||
[node name="TutoTrigger10" parent="." index="18" unique_id=840713937 instance=ExtResource("14_lthgu")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.75, 0, 3)
|
||||
[node name="TutoTrigger5" parent="." index="14" unique_id=840713937 instance=ExtResource("14_lthgu")]
|
||||
tuto_text = "Try to survive!"
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger10" index="1" unique_id=2145030859]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.875, 1.125, -4.625)
|
||||
shape = SubResource("BoxShape3D_jk7w8")
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger5" index="1" unique_id=1820790391]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0.625, -1.875)
|
||||
shape = SubResource("BoxShape3D_lthgu")
|
||||
|
||||
[node name="Player" parent="." index="15" unique_id=1309399929]
|
||||
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
|
||||
|
||||
@@ -3,14 +3,10 @@ using System;
|
||||
using Movementtests.interfaces;
|
||||
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
|
||||
public partial class RHealth : Resource
|
||||
public partial class RHealth(float startingHealth) : Resource
|
||||
{
|
||||
[Export]
|
||||
public float StartingHealth { get; set;}
|
||||
public float StartingHealth { get; set;} = startingHealth;
|
||||
|
||||
public RHealth() : this(100.0f) {}
|
||||
public RHealth(float startingHealth)
|
||||
{
|
||||
StartingHealth = startingHealth;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,14 @@
|
||||
using System;
|
||||
using Gamesmiths.Forge.Core;
|
||||
using Gamesmiths.Forge.Effects;
|
||||
using Gamesmiths.Forge.Events;
|
||||
using Gamesmiths.Forge.Tags;
|
||||
using Godot;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.scenes.enemies;
|
||||
using Movementtests.scenes.player_controller.scripts;
|
||||
using Movementtests.systems;
|
||||
using Movementtests.tools;
|
||||
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
|
||||
public partial class Enemy : CharacterBody3D,
|
||||
@@ -13,7 +20,8 @@ public partial class Enemy : CharacterBody3D,
|
||||
ISpawnable,
|
||||
IKnockbackable,
|
||||
ITargetable,
|
||||
IStunnable
|
||||
IStunnable,
|
||||
IForgeEntity
|
||||
{
|
||||
// Signals and events
|
||||
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
|
||||
@@ -55,9 +63,15 @@ public partial class Enemy : CharacterBody3D,
|
||||
set => CHealth.CurrentHealth = value;
|
||||
}
|
||||
|
||||
public EntityAttributes Attributes { get; set; } = null!;
|
||||
public EntityTags Tags { get; set; } = null!;
|
||||
public EffectsManager EffectsManager { get; set; } = null!;
|
||||
public EntityAbilities Abilities { get; set; } = null!;
|
||||
public EventManager Events { get; set; } = null!;
|
||||
|
||||
// Private stuff
|
||||
private Area3D _damageBox = null!;
|
||||
private Node3D _target = null!;
|
||||
internal Node3D _target = null!;
|
||||
private Healthbar _healthbar = null!;
|
||||
|
||||
public override void _Ready()
|
||||
@@ -71,6 +85,21 @@ public partial class Enemy : CharacterBody3D,
|
||||
_damageBox = GetNode<Area3D>("DamageBox");
|
||||
_target = GetNode<Node3D>("CTarget");
|
||||
|
||||
// Forge stuff
|
||||
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
|
||||
var baseTags = new TagContainer(
|
||||
forgeManager.TagsManager,
|
||||
[
|
||||
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
|
||||
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
|
||||
]);
|
||||
|
||||
Attributes = new EntityAttributes(new EnemyAttributeSet());
|
||||
Tags = new EntityTags(baseTags);
|
||||
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
|
||||
Abilities = new(this);
|
||||
Events = new();
|
||||
|
||||
CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
|
||||
CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
|
||||
CHealth = (GetNode<Node>("CHealth") as IHealthable)!;
|
||||
|
||||
16
scenes/enemies/EnemyAttributeSet.cs
Normal file
16
scenes/enemies/EnemyAttributeSet.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using Gamesmiths.Forge.Attributes;
|
||||
namespace Movementtests.scenes.enemies;
|
||||
|
||||
public class EnemyAttributeSet : AttributeSet
|
||||
{
|
||||
public EntityAttribute Health { get; }
|
||||
public EntityAttribute Strength { get; }
|
||||
public EntityAttribute Speed { get; }
|
||||
|
||||
public EnemyAttributeSet()
|
||||
{
|
||||
Health = InitializeAttribute(nameof(Health), 100, 0, 150);
|
||||
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
|
||||
Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
|
||||
}
|
||||
}
|
||||
1
scenes/enemies/EnemyAttributeSet.cs.uid
Normal file
1
scenes/enemies/EnemyAttributeSet.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nqxdkkg3l7go
|
||||
@@ -5,6 +5,7 @@
|
||||
[ext_resource type="Script" uid="uid://jitubgv6judn" path="res://scenes/components/damage/RDamage.cs" id="2_x835q"]
|
||||
[ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://scenes/components/knockback/RKnockback.cs" id="3_cb2lu"]
|
||||
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://inputs/base_mode/base_mode.tres" id="3_cresl"]
|
||||
[ext_resource type="Resource" uid="uid://dtmhtlix2amme" path="res://scenes/player_controller/resources/player_mana_regen.tres" id="3_n24vh"]
|
||||
[ext_resource type="PackedScene" uid="uid://c4ikbhojckpnc" path="res://scenes/components/health/CHealth.tscn" id="3_q7bng"]
|
||||
[ext_resource type="Script" uid="uid://baiapod3csndf" path="res://scenes/components/health/RHealth.cs" id="4_abfq8"]
|
||||
[ext_resource type="Resource" uid="uid://bjyd801wvverk" path="res://scenes/player_controller/resources/player_health.tres" id="4_m8gvy"]
|
||||
@@ -17,6 +18,7 @@
|
||||
[ext_resource type="Resource" uid="uid://t612lts1wi1s" path="res://inputs/base_mode/move_right.tres" id="6_q7bng"]
|
||||
[ext_resource type="Script" uid="uid://cwbvxlfvmocc1" path="res://scenes/player_controller/scripts/StairsSystem.cs" id="7_bmt5a"]
|
||||
[ext_resource type="Resource" uid="uid://brswsknpgwal2" path="res://inputs/base_mode/move_front.tres" id="7_m8gvy"]
|
||||
[ext_resource type="Resource" uid="uid://7dpkk5rk3di5" path="res://scenes/player_controller/resources/forge_empowered_action.tres" id="7_qheee"]
|
||||
[ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://scenes/components/knockback/CKnockback.tscn" id="7_x835q"]
|
||||
[ext_resource type="Resource" uid="uid://s1l0n1iitc6m" path="res://inputs/base_mode/move_back.tres" id="8_jb43f"]
|
||||
[ext_resource type="Resource" uid="uid://j1o5ud0plk4" path="res://inputs/base_mode/aim_release.tres" id="8_lhb11"]
|
||||
@@ -109,9 +111,14 @@ radius = 1.5
|
||||
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
|
||||
blend_mode = 1
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n24vh"]
|
||||
bg_color = Color(0.15869555, 0.64034444, 0.906125, 1)
|
||||
|
||||
[node name="Player" type="CharacterBody3D" unique_id=709076448]
|
||||
collision_mask = 272
|
||||
script = ExtResource("1_poq2x")
|
||||
EmpoweredAction = ExtResource("7_qheee")
|
||||
ManaRegen = ExtResource("3_n24vh")
|
||||
AimAssistStrength = 0.3
|
||||
AimAssistReductionWhenCloseToTarget = 0.1
|
||||
AimAssistReductionStartDistance = 8.0
|
||||
@@ -223,12 +230,10 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
|
||||
|
||||
[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
|
||||
LookSensitivity = 0.16
|
||||
CameraInclineAcceleration = 20.0
|
||||
GroundedCameraIncline = 3.0
|
||||
SlidingJitterAmplitude = 0.2
|
||||
WeaponSway = 8.0
|
||||
WeaponLookRotation = 10.0
|
||||
WeaponAdjustmentSpeed = 1.0
|
||||
|
||||
[node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
|
||||
@@ -551,6 +556,22 @@ offset_bottom = -71.99939
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 0
|
||||
|
||||
[node name="Manabar" parent="UI" unique_id=1713862004 instance=ExtResource("47_76kmc")]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 1
|
||||
anchors_preset = 7
|
||||
anchor_left = 0.5
|
||||
anchor_top = 1.0
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -859.0
|
||||
offset_top = -84.0
|
||||
offset_right = -347.0
|
||||
offset_bottom = -72.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 0
|
||||
BarStyle = SubResource("StyleBoxFlat_n24vh")
|
||||
|
||||
[node name="StateChart" type="Node" parent="." unique_id=1675830632]
|
||||
script = ExtResource("25_wv70j")
|
||||
metadata/_custom_type_script = "uid://couw105c3bde4"
|
||||
|
||||
@@ -5,9 +5,10 @@ using Movementtests.interfaces;
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
|
||||
public partial class PlayerUi : Control
|
||||
{
|
||||
private TextureRect[] _dashIcons = new TextureRect[3];
|
||||
private TextureRect _enemyTarget;
|
||||
private Healthbar _healthbar;
|
||||
internal TextureRect[] DashIcons = new TextureRect[3];
|
||||
private TextureRect _enemyTarget = null!;
|
||||
private Healthbar _healthbar = null!;
|
||||
private Healthbar _manabar = null!;
|
||||
|
||||
public enum TargetState
|
||||
{
|
||||
@@ -25,12 +26,13 @@ public partial class PlayerUi : Control
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_dashIcons[0] = GetNode<TextureRect>("%Dash1");
|
||||
_dashIcons[1] = GetNode<TextureRect>("%Dash2");
|
||||
_dashIcons[2] = GetNode<TextureRect>("%Dash3");
|
||||
DashIcons[0] = GetNode<TextureRect>("%Dash1");
|
||||
DashIcons[1] = GetNode<TextureRect>("%Dash2");
|
||||
DashIcons[2] = GetNode<TextureRect>("%Dash3");
|
||||
|
||||
_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
|
||||
_healthbar = GetNode<Healthbar>("%Healthbar");
|
||||
_manabar = GetNode<Healthbar>("%Manabar");
|
||||
}
|
||||
|
||||
public void Initialize(float initialHealth)
|
||||
@@ -59,7 +61,7 @@ public partial class PlayerUi : Control
|
||||
public void SetNumberOfDashesLeft(int numberOfDashes)
|
||||
{
|
||||
int index = 1;
|
||||
foreach (var dashIcon in _dashIcons)
|
||||
foreach (var dashIcon in DashIcons)
|
||||
{
|
||||
dashIcon.SetVisible(index <= numberOfDashes);
|
||||
index++;
|
||||
@@ -70,4 +72,9 @@ public partial class PlayerUi : Control
|
||||
{
|
||||
_healthbar.CurrentHealth = healthChanged.CurrentHealth;
|
||||
}
|
||||
|
||||
public void OnManaChanged(float newValue)
|
||||
{
|
||||
_manabar.CurrentHealth = newValue;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,17 +26,17 @@ public partial class DashSystem: Node3D
|
||||
public Vector3 PlannedMantleLocation { get; set; }
|
||||
public MantleSystem MantleSystem { get; set; } = null!;
|
||||
|
||||
private HeadSystem Head = null!;
|
||||
internal HeadSystem Head = null!;
|
||||
public ShapeCast3D DashCast3D = null!;
|
||||
private Camera3D Camera = null!;
|
||||
private Vector3 DashDirection = Vector3.Zero;
|
||||
internal Camera3D Camera = null!;
|
||||
internal Vector3 DashDirection = Vector3.Zero;
|
||||
|
||||
private ShapeCast3D DashCastDrop = null!;
|
||||
private MeshInstance3D DashDropIndicator = null!;
|
||||
private MeshInstance3D DashDropLocationIndicator = null!;
|
||||
private MeshInstance3D DashTarget = null!;
|
||||
private CpuParticles3D DashIndicator = null!;
|
||||
private AnimationPlayer DashIndicatorAnim = null!;
|
||||
internal ShapeCast3D DashCastDrop = null!;
|
||||
internal MeshInstance3D DashDropIndicator = null!;
|
||||
internal MeshInstance3D DashDropLocationIndicator = null!;
|
||||
internal MeshInstance3D DashTarget = null!;
|
||||
internal CpuParticles3D DashIndicator = null!;
|
||||
internal AnimationPlayer DashIndicatorAnim = null!;
|
||||
|
||||
[Export] public PackedScene DashIndicatorScene { get; set; } = null!;
|
||||
|
||||
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
|
||||
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
|
||||
}
|
||||
|
||||
private DashLocation ComputeDashLocation()
|
||||
internal DashLocation ComputeDashLocation()
|
||||
{
|
||||
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
|
||||
var hasHit = DashCast3D.IsColliding();
|
||||
|
||||
@@ -39,12 +39,12 @@ public partial class HeadSystem : Node3D
|
||||
float BobbingMultiplier,
|
||||
float FovMultiplier);
|
||||
|
||||
private Camera3D _camera;
|
||||
private Marker3D _cameraAnchor;
|
||||
private AnimationPlayer _animationPlayer;
|
||||
private AnimationTree _animationTree;
|
||||
internal Camera3D Camera = null!;
|
||||
internal Node3D CameraAnchor = null!;
|
||||
internal AnimationPlayer AnimationPlayer = null!;
|
||||
internal AnimationTree AnimationTree = null!;
|
||||
|
||||
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float LookSensitivity { get; set; } = 1f;
|
||||
|
||||
[ExportGroup("Camera incline")]
|
||||
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
|
||||
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
|
||||
public float SlidingJitterAmplitude { get; set; } = 0.1f;
|
||||
|
||||
private FastNoiseLite _slidingNoise = new FastNoiseLite();
|
||||
internal FastNoiseLite _slidingNoise = new FastNoiseLite();
|
||||
|
||||
[ExportGroup("Bobbing")]
|
||||
|
||||
private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
|
||||
internal 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")]
|
||||
@@ -84,43 +84,40 @@ public partial class HeadSystem : Node3D
|
||||
public float FovMaxedOutSpeed { get; set; } = 20f;
|
||||
|
||||
[ExportGroup("First Person rig")]
|
||||
private Node3D _fpRig;
|
||||
private Node3D _rightHandedWeapon;
|
||||
private Node3D _leftHandedWeapon;
|
||||
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;
|
||||
internal Node3D FpRig = null!;
|
||||
internal Node3D RightHandedWeapon = null!;
|
||||
internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
|
||||
internal Node3D LeftHandedWeapon = null!;
|
||||
internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
|
||||
[Export(PropertyHint.Range, "0,20,1,or_greater")]
|
||||
public float WeaponSway { get; set; } = 15f;
|
||||
[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")]
|
||||
[Export(PropertyHint.Range, "0,20,1,or_greater")]
|
||||
public float WeaponAdjustmentSpeed { get; set; } = 1f;
|
||||
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
|
||||
public float DisplacedWeaponSway { get; set; } = 0.8f;
|
||||
[Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
|
||||
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
|
||||
[Export(PropertyHint.Range, "0,20,1,or_greater")]
|
||||
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
_isPlayingForcingAnim = false;
|
||||
IsPlayingForcingAnim = false;
|
||||
|
||||
Input.SetMouseMode(Input.MouseModeEnum.Captured);
|
||||
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
|
||||
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
|
||||
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
_animationTree = GetNode<AnimationTree>("AnimationTree");
|
||||
Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
|
||||
CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
|
||||
//_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
|
||||
AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
AnimationTree = GetNode<AnimationTree>("AnimationTree");
|
||||
|
||||
_fpRig = GetNode<Node3D>("FPRig");
|
||||
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
|
||||
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
|
||||
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
|
||||
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
|
||||
FpRig = GetNode<Node3D>("FPRig");
|
||||
RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
|
||||
RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
|
||||
LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
|
||||
LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
|
||||
|
||||
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
|
||||
_slidingNoise.SetFrequency(SlidingJitterFrequency);
|
||||
@@ -128,34 +125,34 @@ public partial class HeadSystem : Node3D
|
||||
|
||||
public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
|
||||
{
|
||||
_rightHandedWeapon.Visible = swordVisible;
|
||||
_leftHandedWeapon.Visible = parryVisible;
|
||||
RightHandedWeapon.Visible = swordVisible;
|
||||
LeftHandedWeapon.Visible = parryVisible;
|
||||
}
|
||||
|
||||
public void OnMantle()
|
||||
{
|
||||
_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
public void OnJumpStarted()
|
||||
{
|
||||
_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
public void OnJumpEnded()
|
||||
{
|
||||
_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
public void OnHit()
|
||||
{
|
||||
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
public void OnParry()
|
||||
{
|
||||
_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
public void OnStartDeathAnimation()
|
||||
{
|
||||
_isPlayingForcingAnim = true;
|
||||
_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
IsPlayingForcingAnim = true;
|
||||
AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
|
||||
}
|
||||
|
||||
public void OnDeathAnimationFinished()
|
||||
@@ -190,8 +187,8 @@ public partial class HeadSystem : Node3D
|
||||
EmitSignalHitboxDeactivated();
|
||||
}
|
||||
|
||||
private bool _footstepEmitted;
|
||||
private bool _isPlayingForcingAnim;
|
||||
internal bool FootstepEmitted;
|
||||
internal bool IsPlayingForcingAnim;
|
||||
|
||||
public void ResetHeadBobbing()
|
||||
{
|
||||
@@ -200,10 +197,10 @@ public partial class HeadSystem : Node3D
|
||||
|
||||
public void LookAround(CameraParameters inputs)
|
||||
{
|
||||
if (_isPlayingForcingAnim)
|
||||
if (IsPlayingForcingAnim)
|
||||
{
|
||||
_camera.Position = Vector3.Zero;
|
||||
_camera.Rotation = Vector3.Zero;
|
||||
Camera.Position = Vector3.Zero;
|
||||
Camera.Rotation = Vector3.Zero;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -223,7 +220,7 @@ public partial class HeadSystem : Node3D
|
||||
RotateY(angleForHorizontalRotation);
|
||||
|
||||
// Vertical movement of head
|
||||
Vector3 currentCameraRotation = _cameraAnchor.Rotation;
|
||||
Vector3 currentCameraRotation = CameraAnchor.Rotation;
|
||||
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
|
||||
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
|
||||
|
||||
@@ -242,18 +239,18 @@ public partial class HeadSystem : Node3D
|
||||
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
|
||||
}
|
||||
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
|
||||
_cameraAnchor.Rotation = currentCameraRotation;
|
||||
CameraAnchor.Rotation = currentCameraRotation;
|
||||
|
||||
if (withCameraJitter)
|
||||
{
|
||||
_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
|
||||
CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
|
||||
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
|
||||
float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
|
||||
_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
|
||||
CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
|
||||
}
|
||||
else
|
||||
{
|
||||
_cameraAnchor.Position = Vector3.Zero;
|
||||
CameraAnchor.Position = Vector3.Zero;
|
||||
}
|
||||
|
||||
Vector3 newPositionForCamera = Vector3.Zero;
|
||||
@@ -268,76 +265,79 @@ public partial class HeadSystem : Node3D
|
||||
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
|
||||
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
|
||||
|
||||
if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep();
|
||||
if (newPositionForCamera.Y > 0) _footstepEmitted = false;
|
||||
if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
|
||||
if (newPositionForCamera.Y > 0) FootstepEmitted = false;
|
||||
|
||||
// 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();
|
||||
CameraAnchor.Position += newPositionForCamera;
|
||||
Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
|
||||
|
||||
// First person rig adjustments
|
||||
_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
|
||||
FpRig.GlobalTransform = Camera.GlobalTransform;
|
||||
// Apply bobbing
|
||||
_fpRig.Position += newPositionForRig;
|
||||
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);
|
||||
var newRigRotation = FpRig.Rotation;
|
||||
var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*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);
|
||||
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;
|
||||
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;
|
||||
// Compute sword meshes procedural adjustments
|
||||
RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
|
||||
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
|
||||
|
||||
// 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);
|
||||
Camera.Fov = Mathf.Lerp(Camera.Fov, targetFov, (float) delta * FovChangeSpeed);
|
||||
}
|
||||
|
||||
public Vector3 ComputeRotationForFpMesh(Node3D mesh, Vector3 initialRotation, Vector3 playerInput, Vector2 lookDir, float delta)
|
||||
{
|
||||
var newMeshRotation = mesh.Rotation;
|
||||
var howMuchForward = ComputeHowMuchInputForward(playerInput);
|
||||
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
|
||||
var displacedCamTiltForward = Mathf.Lerp(newMeshRotation.Z,
|
||||
initialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
|
||||
delta * DisplacedWeaponAdjustmentSpeed);
|
||||
var displacedCamTiltSide = Mathf.Lerp(newMeshRotation.X,
|
||||
initialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
|
||||
delta * DisplacedWeaponAdjustmentSpeed);
|
||||
|
||||
newMeshRotation.X = displacedCamTiltSide;
|
||||
newMeshRotation.Z = displacedCamTiltForward;
|
||||
|
||||
var displacedSwayY = Mathf.Lerp(newMeshRotation.Y,
|
||||
initialRotation.Y - lookDir.X*DisplacedWeaponSway,
|
||||
delta * DisplacedWeaponAdjustmentSpeed);
|
||||
newMeshRotation.Y = displacedSwayY;
|
||||
|
||||
return newMeshRotation;
|
||||
}
|
||||
|
||||
public void Footstep()
|
||||
{
|
||||
_footstepEmitted = true;
|
||||
FootstepEmitted = true;
|
||||
EmitSignalStepFoot();
|
||||
}
|
||||
|
||||
public void HideWeapon()
|
||||
{
|
||||
_rightHandedWeapon.Visible = false;
|
||||
RightHandedWeapon.Visible = false;
|
||||
}
|
||||
public void ShowWeapon()
|
||||
{
|
||||
_rightHandedWeapon.Visible = true;
|
||||
RightHandedWeapon.Visible = true;
|
||||
}
|
||||
|
||||
public float ComputeCameraInclineFactor(Vector3 direction)
|
||||
@@ -368,15 +368,15 @@ public partial class HeadSystem : Node3D
|
||||
|
||||
public Vector3 GetGlobalForwardVector()
|
||||
{
|
||||
return _camera.GlobalBasis.Z;
|
||||
return Camera.GlobalBasis.Z;
|
||||
}
|
||||
|
||||
public Vector3 GetGlobalLookRotation()
|
||||
{
|
||||
return new Vector3(
|
||||
_camera.Rotation.X,
|
||||
Camera.Rotation.X,
|
||||
Rotation.Y,
|
||||
_camera.Rotation.Z);
|
||||
Camera.Rotation.Z);
|
||||
}
|
||||
|
||||
public void SetHeight(float height)
|
||||
|
||||
@@ -654,9 +654,6 @@ _data = {
|
||||
|
||||
[node name="HeadSystem" type="Node3D" unique_id=2067407038]
|
||||
script = ExtResource("1_8abgy")
|
||||
WeaponMoveRotation = 20.0
|
||||
DisplacedWeaponSway = 1.0
|
||||
DisplacedWeaponAdjustmentSpeed = 8.0
|
||||
|
||||
[node name="FPRig" type="Node3D" parent="." unique_id=922968399]
|
||||
transform = Transform3D(0.9999998, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000002, 0, 0, 0)
|
||||
@@ -678,6 +675,9 @@ mesh = ExtResource("3_1ay6d")
|
||||
[node name="CameraSmooth" type="Node3D" parent="." unique_id=2072010960]
|
||||
transform = Transform3D(0.9999998, -0.00011616429, 0, 0.00011616431, 0.99999964, 0, 0, 0, 0.99999976, 0, 0, 0)
|
||||
|
||||
[node name="CameraAnchor" type="Marker3D" parent="CameraSmooth" unique_id=1554357312]
|
||||
transform = Transform3D(1.0000002, 0.00011616435, 0, -0.000116164374, 1.0000004, 0, 0, 0, 1.0000002, 0, 0, 0)
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraSmooth" unique_id=544372058]
|
||||
transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0)
|
||||
current = true
|
||||
@@ -702,8 +702,6 @@ fade_out = 0.5547845
|
||||
shakerPreset = SubResource("Resource_se3kf")
|
||||
metadata/_custom_type_script = "uid://dnlxsrumw6ygp"
|
||||
|
||||
[node name="CameraAnchor" type="Marker3D" parent="." unique_id=1554357312]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746]
|
||||
root_node = NodePath("../CameraSmooth/Camera3D")
|
||||
libraries/ = SubResource("AnimationLibrary_0hyrq")
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[gd_resource type="Resource" script_class="REmpoweredAction" format=3 uid="uid://7dpkk5rk3di5"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://d0l07gcx1ef18" path="res://forge/abilities/REmpoweredAction.cs" id="1_1rxoq"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_1rxoq")
|
||||
Cost = 30.0
|
||||
Cooldown = 0.5
|
||||
ManaRegenPause = 2.0
|
||||
metadata/_custom_type_script = "uid://d0l07gcx1ef18"
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="RManaRegen" format=3 uid="uid://dtmhtlix2amme"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://di04jvuqp0h7m" path="res://forge/effects/RManaRegen.cs" id="1_ecb1p"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_ecb1p")
|
||||
ManaRegenRate = 20.0
|
||||
Frequency = 0.05
|
||||
metadata/_custom_type_script = "uid://di04jvuqp0h7m"
|
||||
@@ -11,7 +11,6 @@ public class PlayerAttributeSet : AttributeSet
|
||||
|
||||
public PlayerAttributeSet()
|
||||
{
|
||||
// Initialize the attributes with the current, min and max values.
|
||||
Health = InitializeAttribute(nameof(Health), 100, 0, 150);
|
||||
Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
|
||||
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
|
||||
|
||||
@@ -1,17 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Gamesmiths.Forge.Abilities;
|
||||
using Gamesmiths.Forge.Core;
|
||||
using Gamesmiths.Forge.Effects;
|
||||
using Gamesmiths.Forge.Events;
|
||||
using Gamesmiths.Forge.Tags;
|
||||
|
||||
using Godot;
|
||||
using GodotStateCharts;
|
||||
|
||||
using Movementtests.addons.godot_state_charts.csharp;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems;
|
||||
using Movementtests.player_controller.Scripts;
|
||||
using Movementtests.scenes.player_controller.scripts;
|
||||
using Movementtests.tools;
|
||||
using Movementtests.forge.abilities;
|
||||
using Movementtests.tools.effects;
|
||||
using RustyOptions;
|
||||
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
|
||||
@@ -92,6 +97,12 @@ public partial class PlayerController : CharacterBody3D,
|
||||
[Export] public bool HasSword { get; set; } = true;
|
||||
[Export] public bool HasParry { get; set; } = true;
|
||||
|
||||
// Forge stuff
|
||||
[ExportCategory("Forge")]
|
||||
[ExportGroup("General")]
|
||||
[Export] public REmpoweredAction EmpoweredAction = null!;
|
||||
[Export] public RManaRegen ManaRegen = null!;
|
||||
|
||||
// Combat stuff
|
||||
[ExportCategory("Combat")]
|
||||
[ExportGroup("General")]
|
||||
@@ -277,8 +288,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
private float _inputRotateFloorplane;
|
||||
|
||||
// Basic falling
|
||||
private float TargetSpeed;
|
||||
private float Gravity;
|
||||
internal float TargetSpeed;
|
||||
internal float Gravity;
|
||||
|
||||
// Jump stuff
|
||||
private int _currentInputBufferFrames;
|
||||
@@ -302,7 +313,7 @@ public partial class PlayerController : CharacterBody3D,
|
||||
private Vector3 _currentWallContactPoint = Vector3.Zero;
|
||||
|
||||
// Dash stuff
|
||||
private bool CanDash = true;
|
||||
internal bool CanDash = true;
|
||||
private bool _canDashAirborne = true;
|
||||
private float _playerHeight;
|
||||
private float _playerRadius;
|
||||
@@ -399,6 +410,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
private RayCast3D _aimAssisRayCast = null!;
|
||||
private Camera3D _camera = null!;
|
||||
|
||||
private AbilityHandle? _empoweredActionHandle;
|
||||
private ActiveEffectHandle? _manaRegenEffectHandle;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
LoadSettings();
|
||||
@@ -429,11 +443,27 @@ public partial class PlayerController : CharacterBody3D,
|
||||
Abilities = new(this);
|
||||
Events = new();
|
||||
|
||||
var empoweredActionData = new AbilityData(
|
||||
name: "Empowered Action",
|
||||
costEffect: EmpoweredAction.CostEffect(),
|
||||
cooldownEffects: [EmpoweredAction.CooldownEffect(forgeManager.TagsManager)],
|
||||
instancingPolicy: AbilityInstancingPolicy.PerEntity,
|
||||
behaviorFactory: () => new EmpoweredActionBehavior());
|
||||
|
||||
// Grant permanently
|
||||
_empoweredActionHandle = Abilities.GrantAbilityPermanently(
|
||||
empoweredActionData,
|
||||
abilityLevel: 1,
|
||||
levelOverridePolicy: LevelComparison.None,
|
||||
sourceEntity: this);
|
||||
|
||||
var manaRegenEffect = new Effect(ManaRegen.ManaRegen(), new EffectOwnership(this, this));
|
||||
_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
|
||||
|
||||
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
|
||||
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
|
||||
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
|
||||
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
|
||||
GD.Print(health, mana, strength, speed);
|
||||
|
||||
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
|
||||
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
|
||||
@@ -1913,10 +1943,53 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
public bool CanPerformEmpoweredAction()
|
||||
{
|
||||
if(_empoweredActionHandle == null) return false;
|
||||
var cooldowns = _empoweredActionHandle.GetCooldownData();
|
||||
foreach (var cd in cooldowns)
|
||||
{
|
||||
//GD.Print($"Cooldown remaining: {cd.RemainingTime}");
|
||||
}
|
||||
var costs = _empoweredActionHandle.GetCostData();
|
||||
foreach (var cost in costs)
|
||||
{
|
||||
// Assuming you want to check Mana costs
|
||||
if (cost.Attribute == "PlayerAttributeSet.Mana")
|
||||
{
|
||||
//GD.Print($"Mana Cost: {cost.Cost}");
|
||||
}
|
||||
}
|
||||
|
||||
var canActivate = _empoweredActionHandle.CanActivate(out var failures);
|
||||
if (!canActivate)
|
||||
{
|
||||
GD.PrintErr($"Cannot activate empowered action: {failures}");
|
||||
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
|
||||
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
|
||||
}
|
||||
return canActivate;
|
||||
return EmpoweredActionsLeft > 0 && TutorialDone;
|
||||
}
|
||||
public void PerformEmpoweredAction()
|
||||
{
|
||||
if(_empoweredActionHandle == null) return;
|
||||
|
||||
var canActivate = _empoweredActionHandle.Activate(out var failures);
|
||||
if (!canActivate)
|
||||
{
|
||||
GD.PrintErr($"Cannot activate empowered action: {failures}");
|
||||
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
|
||||
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.Print($"Remaining mana: {Attributes["PlayerAttributeSet.Mana"].CurrentValue}");
|
||||
}
|
||||
|
||||
// Inhibit Mana Regeneration for a while after using an empowered action
|
||||
// TODO: Use Forge events instead of relying on direct referencing
|
||||
_manaRegenEffectHandle!.SetInhibit(true);
|
||||
GetTree().CreateTimer(EmpoweredAction.ManaRegenPause).Timeout += () => {_manaRegenEffectHandle!.SetInhibit(false);};
|
||||
|
||||
_isWallJumpAvailable = true;
|
||||
_canDashAirborne = true;
|
||||
EmpoweredActionsLeft--;
|
||||
@@ -2223,14 +2296,10 @@ public partial class PlayerController : CharacterBody3D,
|
||||
_spaceState = GetWorld3D().DirectSpaceState;
|
||||
|
||||
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
||||
|
||||
// Limit maximum speed
|
||||
if (Velocity.Length() > AbsoluteMaxSpeed)
|
||||
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
|
||||
|
||||
// Manage head and camera movement
|
||||
LookAround(delta);
|
||||
|
||||
// Manage general movement
|
||||
Velocity += ComputeKnockback();
|
||||
MoveSlideAndHandleStairs((float) delta);
|
||||
@@ -2238,19 +2307,20 @@ public partial class PlayerController : CharacterBody3D,
|
||||
// Manage gameplay systems
|
||||
MantleSystem.ProcessMantle(_grounded.Active);
|
||||
HandleEnemyTargeting();
|
||||
}
|
||||
|
||||
// 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);
|
||||
// }
|
||||
private float _oldMana = 100;
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
// Manage head and camera movement
|
||||
LookAround(delta);
|
||||
|
||||
EffectsManager.UpdateEffects(delta);
|
||||
// TODO: change for actual Cue
|
||||
var currentMana = Attributes["PlayerAttributeSet.Mana"].CurrentValue;
|
||||
if (Mathf.Abs(currentMana - _oldMana) > Mathf.Epsilon)
|
||||
PlayerUi.OnManaChanged(currentMana);
|
||||
_oldMana = currentMana;
|
||||
}
|
||||
|
||||
///////////////////////////
|
||||
|
||||
@@ -4,8 +4,10 @@ using System;
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")]
|
||||
public partial class Healthbar : ProgressBar
|
||||
{
|
||||
private Timer _damageCatchUpTimer;
|
||||
private ProgressBar _damagedHealth;
|
||||
private Timer _damageCatchUpTimer = null!;
|
||||
private ProgressBar _damagedHealth = null!;
|
||||
|
||||
[Export] public StyleBox? BarStyle;
|
||||
|
||||
private float _currentHealth;
|
||||
public float CurrentHealth
|
||||
@@ -21,6 +23,9 @@ public partial class Healthbar : ProgressBar
|
||||
|
||||
_damageCatchUpTimer.Timeout += OnDamageCatchUp;
|
||||
Visible = false;
|
||||
|
||||
if (BarStyle != null)
|
||||
AddThemeStyleboxOverride("fill", BarStyle);
|
||||
}
|
||||
|
||||
public void Initialize(float initialHealth)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0k5hr"]
|
||||
bg_color = Color(0.698864, 0.047356047, 0, 1)
|
||||
bg_color = Color(0.69803923, 0.047058824, 0, 1)
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0sgot"]
|
||||
bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1)
|
||||
|
||||
101
tests/components/DamageComponentUnitTest.cs
Normal file
101
tests/components/DamageComponentUnitTest.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class DamageComponentUnitTest
|
||||
{
|
||||
[TestCase]
|
||||
public void DamageModifierAppliesWhenTypeMatches()
|
||||
{
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
|
||||
var signalTriggered = false;
|
||||
modifier.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var result = modifier.TakeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
|
||||
AssertBool(signalTriggered).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void DamageModifierIgnoresWhenTypeDifferent()
|
||||
{
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
|
||||
var signalTriggered = false;
|
||||
modifier.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var result = modifier.TakeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
|
||||
AssertBool(signalTriggered).IsFalse(); // No damage actually taken
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void DamageableSumsAllModifiers()
|
||||
{
|
||||
var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
|
||||
var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
|
||||
|
||||
var damageable = new CDamageable();
|
||||
damageable.DamageModifiers = new[] { mod1, mod2 };
|
||||
var signalTriggered = false;
|
||||
damageable.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var result = damageable.TakeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
|
||||
AssertBool(signalTriggered).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void ComputeDamageModifierAppliesWhenTypeMatches()
|
||||
{
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
|
||||
var signalTriggered = false;
|
||||
modifier.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var result = modifier.ComputeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
|
||||
AssertBool(signalTriggered).IsFalse();
|
||||
}
|
||||
[TestCase]
|
||||
public void ComputeDamageModifierIgnoresWhenTypeDifferent()
|
||||
{
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
|
||||
var signalTriggered = false;
|
||||
modifier.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var result = modifier.ComputeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
|
||||
AssertBool(signalTriggered).IsFalse();
|
||||
}
|
||||
[TestCase]
|
||||
public void ComputeDamageableSumsAllModifiers()
|
||||
{
|
||||
var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
|
||||
var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
|
||||
|
||||
var cDamageable = new CDamageable();
|
||||
cDamageable.DamageModifiers = new[] { mod1, mod2 };
|
||||
var signalTriggered = false;
|
||||
cDamageable.DamageTaken += (_, _) => signalTriggered = true;
|
||||
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
var result = cDamageable.ComputeDamage(input);
|
||||
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
|
||||
AssertBool(signalTriggered).IsFalse();
|
||||
}
|
||||
}
|
||||
1
tests/components/DamageComponentUnitTest.cs.uid
Normal file
1
tests/components/DamageComponentUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://db6rva7uccppc
|
||||
55
tests/components/HealthComponentUnitTest.cs
Normal file
55
tests/components/HealthComponentUnitTest.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class HealthComponentUnitTest
|
||||
{
|
||||
[TestCase]
|
||||
public void ReadyInitializesCurrentHealth()
|
||||
{
|
||||
var cHealth = new CHealth();
|
||||
cHealth.RHealth = new RHealth(150.0f);
|
||||
cHealth._Ready();
|
||||
AssertFloat(cHealth.CurrentHealth).IsEqual(150.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void ReduceHealthDecreasesAndDoesNotDeplete()
|
||||
{
|
||||
var cHealth = new CHealth();
|
||||
cHealth.RHealth = new RHealth(100.0f);
|
||||
cHealth.CurrentHealth = 100.0f;
|
||||
|
||||
var damage = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
|
||||
var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
|
||||
|
||||
AssertFloat(cHealth.CurrentHealth).IsEqual(75.0f);
|
||||
AssertFloat(record.CurrentHealth).IsEqual(75.0f);
|
||||
AssertFloat(record.PreviousHealth).IsEqual(100.0f);
|
||||
AssertFloat(record.MaxHealth).IsEqual(100.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void ReduceHealthTriggersDepletionToZero()
|
||||
{
|
||||
var cHealth = new CHealth();
|
||||
cHealth.RHealth = new RHealth(50.0f);
|
||||
cHealth.CurrentHealth = 50.0f;
|
||||
|
||||
bool depleted = false;
|
||||
cHealth.HealthDepleted += _ => depleted = true;
|
||||
|
||||
var damage = new DamageRecord(Vector3.Zero, new RDamage(100.0f, EDamageTypes.Normal));
|
||||
var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
|
||||
|
||||
AssertBool(depleted).IsTrue();
|
||||
AssertFloat(cHealth.CurrentHealth).IsEqual(0.0f);
|
||||
AssertFloat(record.CurrentHealth).IsEqual(-50.0f);
|
||||
AssertFloat(record.MaxHealth).IsEqual(50.0f);
|
||||
}
|
||||
}
|
||||
1
tests/components/HealthComponentUnitTest.cs.uid
Normal file
1
tests/components/HealthComponentUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bd52i51hncgmf
|
||||
32
tests/components/KnockbackComponentUnitTest.cs
Normal file
32
tests/components/KnockbackComponentUnitTest.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class KnockbackComponentUnitTest
|
||||
{
|
||||
[TestCase]
|
||||
public void RegisterAndComputeKnockback()
|
||||
{
|
||||
var cKnock = new CKnockback();
|
||||
cKnock.RKnockback = new RKnockback(2.0f);
|
||||
cKnock.GlobalPosition = Vector3.Zero;
|
||||
|
||||
var damage = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
|
||||
var record = new KnockbackRecord(damage, 1.5f);
|
||||
|
||||
cKnock.RegisterKnockback(record);
|
||||
var force = cKnock.ComputeKnockback();
|
||||
|
||||
// Direction from source(10,0,0) to target(0,0,0) is (-1,0,0), scaled by modifier(2) and multiplier(1.5) => (-3,0,0)
|
||||
AssertVector(force).IsEqual(new Vector3(-3, 0, 0));
|
||||
|
||||
// Second call returns zero since internal state resets
|
||||
var second = cKnock.ComputeKnockback();
|
||||
AssertVector(second).IsEqual(Vector3.Zero);
|
||||
}
|
||||
}
|
||||
1
tests/components/KnockbackComponentUnitTest.cs.uid
Normal file
1
tests/components/KnockbackComponentUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bv0eionbgbig5
|
||||
32
tests/components/MovementSystemUnitTest.cs
Normal file
32
tests/components/MovementSystemUnitTest.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.scenes.movement;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class MovementSystemUnitTest
|
||||
{
|
||||
[TestCase]
|
||||
public void GroundedMovementAcceleratesAndAppliesGravity()
|
||||
{
|
||||
var move = new CGroundedMovement();
|
||||
move.RMovement = new RMovement(speed: 10.0f, acceleration: 1.0f, gravityModifier: 0.5f, targetHeight: 0.0f);
|
||||
move.WallInFrontRayCast = new RayCast3D();
|
||||
//move.GlobalPosition = Vector3.Zero;
|
||||
|
||||
var inputs = new MovementInputs(
|
||||
Velocity: Vector3.Zero,
|
||||
TargetLocation: new Vector3(10, 0, 0),
|
||||
isOnFloor: false,
|
||||
gravity: Vector3.Down * 9.8f,
|
||||
delta: 1.0
|
||||
);
|
||||
|
||||
var v = move.ComputeVelocity(inputs);
|
||||
|
||||
AssertVector(v).IsEqualApprox(new Vector3(10, -4.9f, 0), new Vector3(0.001f, 0.001f, 0.001f));
|
||||
}
|
||||
}
|
||||
1
tests/components/MovementSystemUnitTest.cs.uid
Normal file
1
tests/components/MovementSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cofj5s4x74ay
|
||||
30
tests/enemies/EnemyUnitTest.cs
Normal file
30
tests/enemies/EnemyUnitTest.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class EnemyUnitTest
|
||||
{
|
||||
[TestCase]
|
||||
public void ComputeDamageNoComponent()
|
||||
{
|
||||
var enemy = new Enemy();
|
||||
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
|
||||
|
||||
var result = enemy.ComputeDamage(input);
|
||||
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void Unstun()
|
||||
{
|
||||
var enemy = new Enemy();
|
||||
enemy.IsStunned = true;
|
||||
enemy.Unstun();
|
||||
AssertBool(enemy.IsStunned).IsFalse();
|
||||
}
|
||||
}
|
||||
1
tests/enemies/EnemyUnitTest.cs.uid
Normal file
1
tests/enemies/EnemyUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cojxgcs6xqqoq
|
||||
55
tests/player/DashSystemUnitTest.cs
Normal file
55
tests/player/DashSystemUnitTest.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.systems;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class DashSystemUnitTest
|
||||
{
|
||||
private DashSystem _dashSystem;
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_dashSystem = new DashSystem();
|
||||
|
||||
_dashSystem.DashCast3D = new ShapeCast3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashCast3D);
|
||||
|
||||
_dashSystem.DashCastDrop = new ShapeCast3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashCastDrop);
|
||||
|
||||
_dashSystem.DashTarget = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashTarget);
|
||||
|
||||
_dashSystem.DashDropIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashDropIndicator);
|
||||
|
||||
_dashSystem.DashDropLocationIndicator = new MeshInstance3D();
|
||||
_dashSystem.AddChild(_dashSystem.DashDropLocationIndicator);
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
public void CleanupTest()
|
||||
{
|
||||
_dashSystem?.Free();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestStopPreparingDash()
|
||||
{
|
||||
_dashSystem.CanDashThroughTarget = true;
|
||||
_dashSystem.DashTarget.Visible = true;
|
||||
_dashSystem.DashDropIndicator.Visible = true;
|
||||
_dashSystem.DashDropLocationIndicator.Visible = true;
|
||||
|
||||
_dashSystem.StopPreparingDash();
|
||||
|
||||
AssertBool(_dashSystem.CanDashThroughTarget).IsFalse();
|
||||
AssertBool(_dashSystem.DashTarget.Visible).IsFalse();
|
||||
AssertBool(_dashSystem.DashDropIndicator.Visible).IsFalse();
|
||||
AssertBool(_dashSystem.DashDropLocationIndicator.Visible).IsFalse();
|
||||
}
|
||||
}
|
||||
1
tests/player/DashSystemUnitTest.cs.uid
Normal file
1
tests/player/DashSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://pv570go4cxws
|
||||
94
tests/player/HeadSystemUnitTest.cs
Normal file
94
tests/player/HeadSystemUnitTest.cs
Normal file
@@ -0,0 +1,94 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.systems;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class HeadSystemUnitTest
|
||||
{
|
||||
private HeadSystem _head;
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_head = new HeadSystem();
|
||||
_head.Camera = new Camera3D();
|
||||
_head.AddChild(_head.Camera);
|
||||
|
||||
// _head._cameraAnchor = new Marker3D();
|
||||
_head.AddChild(_head.CameraAnchor);
|
||||
|
||||
_head.FpRig = new Node3D();
|
||||
_head.AddChild(_head.FpRig);
|
||||
_head.CameraAnchor = new Node3D();
|
||||
_head.AddChild(_head.CameraAnchor);
|
||||
_head.RightHandedWeapon = new Node3D();
|
||||
_head.AddChild(_head.RightHandedWeapon);
|
||||
_head.LeftHandedWeapon = new Node3D();
|
||||
_head.AddChild(_head.LeftHandedWeapon);
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
public void CleanupTest()
|
||||
{
|
||||
_head?.Free();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestResetHeadBobbing()
|
||||
{
|
||||
_head._bobbingAccumulator = 10.0f;
|
||||
_head.ResetHeadBobbing();
|
||||
AssertFloat(_head._bobbingAccumulator).IsEqual(0.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestComputeHowMuchInputForward()
|
||||
{
|
||||
Vector3 forwardInput = new Vector3(0, 0, -1);
|
||||
AssertFloat(_head.ComputeHowMuchInputForward(forwardInput)).IsEqual(1.0f);
|
||||
|
||||
Vector3 backwardInput = new Vector3(0, 0, 1);
|
||||
AssertFloat(_head.ComputeHowMuchInputForward(backwardInput)).IsEqual(-1.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestComputeHowMuchInputSideways()
|
||||
{
|
||||
Vector3 rightInput = new Vector3(1, 0, 0);
|
||||
AssertFloat(_head.ComputeHowMuchInputSideways(rightInput)).IsEqual(1.0f);
|
||||
|
||||
Vector3 leftInput = new Vector3(-1, 0, 0);
|
||||
AssertFloat(_head.ComputeHowMuchInputSideways(leftInput)).IsEqual(-1.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestGetForwardHorizontalVector()
|
||||
{
|
||||
Vector3 forward = _head.GetForwardHorizontalVector();
|
||||
AssertVector(forward).IsEqualApprox(Vector3.Back, new Vector3(0.001f, 0.001f, 0.001f));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestLookAroundRotation()
|
||||
{
|
||||
var inputs = new HeadSystem.CameraParameters(
|
||||
Delta: 0.016,
|
||||
LookDir: new Vector2(1, 0),
|
||||
PlayerInput: Vector3.Zero,
|
||||
PlayerVelocity: Vector3.Zero,
|
||||
WallContactPoint: Vector3.Zero,
|
||||
SensitivitMultiplier: 1.0f,
|
||||
WithCameraJitter: false,
|
||||
WithCameraBobbing: false,
|
||||
BobbingMultiplier: 1.0f,
|
||||
FovMultiplier: 1.0f
|
||||
);
|
||||
|
||||
float initialY = _head.Rotation.Y;
|
||||
_head.LookAround(inputs);
|
||||
AssertFloat(_head.Rotation.Y).IsEqual(initialY + 1.0f);
|
||||
}
|
||||
}
|
||||
1
tests/player/HeadSystemUnitTest.cs.uid
Normal file
1
tests/player/HeadSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bp0xn8k3dmfkg
|
||||
149
tests/player/PlayerControllerUnitTest.cs
Normal file
149
tests/player/PlayerControllerUnitTest.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.interfaces;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class PlayerControllerUnitTest
|
||||
{
|
||||
private PlayerController _player;
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_player = new PlayerController();
|
||||
_player.TargetSpeed = 7.0f;
|
||||
_player.Gravity = 9.8f;
|
||||
|
||||
var rHealth = new RHealth(100.0f);
|
||||
_player.RHealth = rHealth;
|
||||
_player.CHealth = new CHealth { RHealth = rHealth, CurrentHealth = 100.0f };
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
public void CleanupTest()
|
||||
{
|
||||
_player?.Free();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestCalculateGravityForce()
|
||||
{
|
||||
_player.Weight = 3.0f;
|
||||
// gravity is 9.8f
|
||||
AssertFloat(_player.CalculateGravityForce()).IsEqualApprox(29.4f, 0.001f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestIsPlayerInputtingForward()
|
||||
{
|
||||
// Test Keyboard Input
|
||||
_player.InputDeviceChanged(false);
|
||||
_player.OnInputMoveKeyboard(Vector3.Forward);
|
||||
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
|
||||
|
||||
_player.OnInputMoveKeyboard(Vector3.Back);
|
||||
AssertBool(_player.IsPlayerInputtingForward()).IsFalse();
|
||||
|
||||
// Test Gamepad Input
|
||||
_player.InputDeviceChanged(true);
|
||||
_player.OnInputMove(new Vector3(0, 0, -1));
|
||||
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestSetVerticalVelocity()
|
||||
{
|
||||
_player.Velocity = new Vector3(1, 0, 2);
|
||||
_player.SetVerticalVelocity(5.0f);
|
||||
AssertVector(_player.Velocity).IsEqual(new Vector3(1, 5, 2));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestComputeHVelocityGround()
|
||||
{
|
||||
_player.Velocity = Vector3.Zero;
|
||||
_player.AccelerationFloor = 10.0f;
|
||||
|
||||
float delta = 0.1f;
|
||||
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, Vector3.Forward);
|
||||
AssertVector(newVelocity).IsEqual(new Vector3(0, 0, -7.0f));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestComputeHVelocityAir()
|
||||
{
|
||||
_player.Velocity = new Vector3(5, 0, 0);
|
||||
_player.AccelerationAir = 2.0f;
|
||||
_player.DecelerationAir = 2.0f;
|
||||
|
||||
float delta = 0.5f;
|
||||
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, Vector3.Zero);
|
||||
|
||||
AssertVector(newVelocity).IsEqual(Vector3.Zero);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestReduceHealth()
|
||||
{
|
||||
var damageRecord = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
|
||||
_player.ReduceHealth(_player, damageRecord);
|
||||
AssertFloat(_player.CHealth.CurrentHealth).IsEqual(75.0f);
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestEmpoweredActionsLeft()
|
||||
{
|
||||
var mockUi = new PlayerUi();
|
||||
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
|
||||
mockUi.DashIcons = dashIcons;
|
||||
|
||||
_player.PlayerUi = mockUi;
|
||||
|
||||
_player.EmpoweredActionsLeft = 2;
|
||||
AssertInt(_player.EmpoweredActionsLeft).IsEqual(2);
|
||||
AssertBool(dashIcons[0].Visible).IsTrue();
|
||||
AssertBool(dashIcons[1].Visible).IsTrue();
|
||||
AssertBool(dashIcons[2].Visible).IsFalse();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestDashCooldownTimeout()
|
||||
{
|
||||
_player.CanDash = false;
|
||||
_player.DashCooldownTimeout();
|
||||
AssertBool(_player.CanDash).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestGetInputLocalHDirection()
|
||||
{
|
||||
_player.InputDeviceChanged(false);
|
||||
_player.OnInputMoveKeyboard(new Vector3(1, 0, 1));
|
||||
|
||||
Vector3 expected = new Vector3(1, 0, 1).Normalized();
|
||||
AssertVector(_player.GetInputLocalHDirection()).IsEqualApprox(expected, new Vector3(0.001f, 0.001f, 0.001f));
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestComputeKnockback()
|
||||
{
|
||||
var cKnockback = new CKnockback();
|
||||
cKnockback.RKnockback = new RKnockback(10.0f);
|
||||
_player.CKnockback = cKnockback;
|
||||
|
||||
var damageRecord = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
|
||||
var knockbackRecord = new KnockbackRecord(damageRecord, 1.0f);
|
||||
|
||||
_player.GlobalPosition = Vector3.Zero;
|
||||
cKnockback.GlobalPosition = Vector3.Zero;
|
||||
|
||||
_player.RegisterKnockback(knockbackRecord);
|
||||
|
||||
Vector3 knockback = cKnockback.ComputeKnockback();
|
||||
AssertVector(knockback).IsEqual(new Vector3(-10, 0, 0));
|
||||
}
|
||||
}
|
||||
1
tests/player/PlayerControllerUnitTest.cs.uid
Normal file
1
tests/player/PlayerControllerUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://kmphtu0ovixi
|
||||
51
tests/player/WeaponSystemUnitTest.cs
Normal file
51
tests/player/WeaponSystemUnitTest.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
using Movementtests.systems;
|
||||
using Movementtests.systems.damage;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class WeaponSystemUnitTest
|
||||
{
|
||||
private WeaponSystem _weapon;
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_weapon = new WeaponSystem();
|
||||
_weapon.RDamage = new RDamage(5.0f, EDamageTypes.Normal);
|
||||
|
||||
_weapon.WeaponMesh = new MeshInstance3D();
|
||||
_weapon.AddChild(_weapon.WeaponMesh);
|
||||
_weapon.WeaponLocationIndicator = new MeshInstance3D();
|
||||
_weapon.AddChild(_weapon.WeaponLocationIndicator);
|
||||
}
|
||||
|
||||
[AfterTest]
|
||||
public void CleanupTest()
|
||||
{
|
||||
_weapon?.Free();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestWeaponLeftAndBackVisibility()
|
||||
{
|
||||
_weapon.Visible = false;
|
||||
|
||||
_weapon.WeaponLeft();
|
||||
AssertBool(_weapon.Visible).IsTrue();
|
||||
|
||||
_weapon.WeaponBack();
|
||||
AssertBool(_weapon.Visible).IsFalse();
|
||||
}
|
||||
|
||||
[TestCase]
|
||||
public void TestThrowWeaponOnCurveSetsUnfrozen()
|
||||
{
|
||||
_weapon.Freeze = true;
|
||||
_weapon.ThrowWeaponOnCurve();
|
||||
AssertBool(_weapon.Freeze).IsFalse();
|
||||
}
|
||||
}
|
||||
1
tests/player/WeaponSystemUnitTest.cs.uid
Normal file
1
tests/player/WeaponSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://vkv8aderakcb
|
||||
50
tests/player/interactions/PlayerInteractionsTest.cs
Normal file
50
tests/player/interactions/PlayerInteractionsTest.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using GodotStateCharts;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class PlayerInteractionsTest
|
||||
{
|
||||
private ISceneRunner _runner;
|
||||
private Node _scene;
|
||||
private PlayerController _player;
|
||||
|
||||
private readonly float _tolerance = 0.01f;
|
||||
private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_runner = ISceneRunner.Load("res://tests/player/interactions/player_interactions_scene.tscn");
|
||||
|
||||
_scene = _runner.Scene()!;
|
||||
var player = _scene.FindChild("Player") as PlayerController;
|
||||
_player = player!;
|
||||
}
|
||||
[AfterTest]
|
||||
public void CleanupTest() {}
|
||||
|
||||
[TestCase("BaseLocation")]
|
||||
public async Task PlayerMoveForward(string markerName)
|
||||
{
|
||||
var marker = _scene.FindChild(markerName) as Marker3D;
|
||||
AssertObject(marker).IsNotNull();
|
||||
_player.GlobalPosition = marker!.GlobalPosition;
|
||||
await _runner.AwaitIdleFrame();
|
||||
|
||||
var startPos = _player.GlobalPosition;
|
||||
|
||||
_runner.SimulateKeyPress(Key.W);
|
||||
await _runner.AwaitMillis(300);
|
||||
_runner.SimulateKeyRelease(Key.W);
|
||||
|
||||
var endPos = _player.GlobalPosition;
|
||||
var direction = startPos.DirectionTo(endPos);
|
||||
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
|
||||
}
|
||||
}
|
||||
1
tests/player/interactions/PlayerInteractionsTest.cs.uid
Normal file
1
tests/player/interactions/PlayerInteractionsTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://denedm5b8rmhh
|
||||
35
tests/player/interactions/player_interactions_scene.tscn
Normal file
35
tests/player/interactions/player_interactions_scene.tscn
Normal file
@@ -0,0 +1,35 @@
|
||||
[gd_scene format=3 uid="uid://l0lflvsjbyvs"]
|
||||
|
||||
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_dv0re"]
|
||||
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="2_52d52"]
|
||||
|
||||
[node name="PlayerMovementScene" type="Node3D" unique_id=231040688]
|
||||
|
||||
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="." unique_id=241909240]
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
|
||||
[node name="Ground" type="CSGBox3D" parent="CSGCombiner3D" unique_id=432200143]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, -0.5, -3.25)
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
size = Vector3(1000, 1, 1000)
|
||||
material = ExtResource("1_dv0re")
|
||||
|
||||
[node name="Ground2" type="CSGBox3D" parent="CSGCombiner3D" unique_id=854660236]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0.5, -1.75)
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
size = Vector3(1.5, 1, 1.5)
|
||||
material = ExtResource("1_dv0re")
|
||||
|
||||
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("2_52d52")]
|
||||
TutorialDone = true
|
||||
|
||||
[node name="BaseLocation" type="Marker3D" parent="." unique_id=1793710692]
|
||||
|
||||
[node name="MantleLocation1" type="Marker3D" parent="." unique_id=550080845]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0, 0)
|
||||
109
tests/player/movement/PlayerMovementTest.cs
Normal file
109
tests/player/movement/PlayerMovementTest.cs
Normal file
@@ -0,0 +1,109 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using GodotStateCharts;
|
||||
|
||||
namespace Movementtests.tests;
|
||||
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
|
||||
[TestSuite, RequireGodotRuntime]
|
||||
public class PlayerMovementTest
|
||||
{
|
||||
private ISceneRunner _runner;
|
||||
private Node _scene;
|
||||
private PlayerController _player;
|
||||
|
||||
private readonly float _tolerance = 0.01f;
|
||||
private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
|
||||
|
||||
[Before]
|
||||
public void Setup() {}
|
||||
[After]
|
||||
public void Cleanup() {}
|
||||
|
||||
[BeforeTest]
|
||||
public void SetupTest()
|
||||
{
|
||||
_runner = ISceneRunner.Load("res://tests/player/movement/player_movement_scene.tscn");
|
||||
|
||||
_scene = _runner.Scene()!;
|
||||
var player = _scene.FindChild("Player") as PlayerController;
|
||||
_player = player!;
|
||||
}
|
||||
[AfterTest]
|
||||
public void CleanupTest() {}
|
||||
|
||||
[TestCase("BaseLocation")]
|
||||
public async Task PlayerMoveForward(string markerName)
|
||||
{
|
||||
var marker = _scene.FindChild(markerName) as Marker3D;
|
||||
AssertObject(marker).IsNotNull();
|
||||
_player.GlobalPosition = marker!.GlobalPosition;
|
||||
await _runner.AwaitIdleFrame();
|
||||
|
||||
var startPos = _player.GlobalPosition;
|
||||
|
||||
_runner.SimulateKeyPress(Key.W);
|
||||
await _runner.AwaitMillis(100);
|
||||
_runner.SimulateKeyRelease(Key.W);
|
||||
|
||||
var endPos = _player.GlobalPosition;
|
||||
var direction = startPos.DirectionTo(endPos);
|
||||
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
|
||||
}
|
||||
|
||||
[TestCase("BaseLocation")]
|
||||
public async Task PlayerJump(string markerName)
|
||||
{
|
||||
var marker = _scene.FindChild(markerName) as Marker3D;
|
||||
AssertObject(marker).IsNotNull();
|
||||
_player.GlobalPosition = marker!.GlobalPosition;
|
||||
await _runner.AwaitIdleFrame();
|
||||
|
||||
var startPos = _player.GlobalPosition;
|
||||
|
||||
_runner.SimulateKeyPress(Key.Space);
|
||||
await _runner.AwaitIdleFrame();
|
||||
|
||||
var jumping = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Jump"));
|
||||
AssertBool(jumping.Active).IsTrue();
|
||||
|
||||
_runner.SimulateKeyRelease(Key.Space);
|
||||
await _runner.AwaitIdleFrame();
|
||||
var endPos = _player.GlobalPosition;
|
||||
var direction = startPos.DirectionTo(endPos);
|
||||
AssertVector(direction).IsEqualApprox(Vector3.Up, _vectorTolerance);
|
||||
AssertVector(_player.Velocity.Normalized()).IsEqualApprox(Vector3.Up, _vectorTolerance);
|
||||
|
||||
await _runner.AwaitMillis(600);
|
||||
endPos = _player.GlobalPosition;
|
||||
AssertVector(endPos - startPos).IsEqualApprox(Vector3.Zero, _vectorTolerance);
|
||||
|
||||
var grounded = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Grounded"));
|
||||
AssertBool(grounded.Active).IsTrue();
|
||||
}
|
||||
|
||||
[TestCase("MantleLocation1")]
|
||||
public async Task PlayerMantle(string markerName)
|
||||
{
|
||||
var marker = _scene.FindChild(markerName) as Marker3D;
|
||||
AssertObject(marker).IsNotNull();
|
||||
_player.GlobalPosition = marker!.GlobalPosition;
|
||||
await _runner.AwaitMillis(100);
|
||||
|
||||
var startPos = _player.GlobalPosition;
|
||||
|
||||
_runner.SimulateKeyPress(Key.Space);
|
||||
await _runner.AwaitMillis(100);
|
||||
var mantling = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Mantling"));
|
||||
AssertBool(mantling.Active).IsTrue();
|
||||
|
||||
_runner.SimulateKeyRelease(Key.Space);
|
||||
await _runner.AwaitMillis(500);
|
||||
|
||||
var endPos = _player.GlobalPosition;
|
||||
AssertFloat((endPos - startPos).Length()).IsGreater(_tolerance);
|
||||
AssertFloat(endPos.Y).IsEqualApprox(1.0f, _tolerance);
|
||||
}
|
||||
}
|
||||
1
tests/player/movement/PlayerMovementTest.cs.uid
Normal file
1
tests/player/movement/PlayerMovementTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://x5pj2ymam2gg
|
||||
35
tests/player/movement/player_movement_scene.tscn
Normal file
35
tests/player/movement/player_movement_scene.tscn
Normal file
@@ -0,0 +1,35 @@
|
||||
[gd_scene format=3 uid="uid://i8kb38q7bdfk"]
|
||||
|
||||
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_bdfhg"]
|
||||
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="1_hg1sy"]
|
||||
|
||||
[node name="PlayerMovementScene" type="Node3D" unique_id=231040688]
|
||||
|
||||
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="." unique_id=241909240]
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
|
||||
[node name="Ground" type="CSGBox3D" parent="CSGCombiner3D" unique_id=432200143]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, -0.5, -3.25)
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
size = Vector3(1000, 1, 1000)
|
||||
material = ExtResource("1_bdfhg")
|
||||
|
||||
[node name="Ground2" type="CSGBox3D" parent="CSGCombiner3D" unique_id=854660236]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0.5, -1.75)
|
||||
use_collision = true
|
||||
collision_layer = 256
|
||||
collision_mask = 65553
|
||||
size = Vector3(1.5, 1, 1.5)
|
||||
material = ExtResource("1_bdfhg")
|
||||
|
||||
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("1_hg1sy")]
|
||||
TutorialDone = true
|
||||
|
||||
[node name="BaseLocation" type="Marker3D" parent="." unique_id=1793710692]
|
||||
|
||||
[node name="MantleLocation1" type="Marker3D" parent="." unique_id=550080845]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0, 0)
|
||||
@@ -1,3 +0,0 @@
|
||||
{
|
||||
"$schema": "https://xunit.net/schema/current/xunit.runner.schema.json"
|
||||
}
|
||||
Reference in New Issue
Block a user