|
|
|
@@ -2223,14 +2223,10 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
_spaceState = GetWorld3D().DirectSpaceState;
|
|
|
|
_spaceState = GetWorld3D().DirectSpaceState;
|
|
|
|
|
|
|
|
|
|
|
|
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
|
|
|
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
|
|
|
|
|
|
|
|
|
|
|
// Limit maximum speed
|
|
|
|
// Limit maximum speed
|
|
|
|
if (Velocity.Length() > AbsoluteMaxSpeed)
|
|
|
|
if (Velocity.Length() > AbsoluteMaxSpeed)
|
|
|
|
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
|
|
|
|
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
|
|
|
|
|
|
|
|
|
|
|
|
// Manage head and camera movement
|
|
|
|
|
|
|
|
LookAround(delta);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Manage general movement
|
|
|
|
// Manage general movement
|
|
|
|
Velocity += ComputeKnockback();
|
|
|
|
Velocity += ComputeKnockback();
|
|
|
|
MoveSlideAndHandleStairs((float) delta);
|
|
|
|
MoveSlideAndHandleStairs((float) delta);
|
|
|
|
@@ -2238,21 +2234,16 @@ public partial class PlayerController : CharacterBody3D,
|
|
|
|
// Manage gameplay systems
|
|
|
|
// Manage gameplay systems
|
|
|
|
MantleSystem.ProcessMantle(_grounded.Active);
|
|
|
|
MantleSystem.ProcessMantle(_grounded.Active);
|
|
|
|
HandleEnemyTargeting();
|
|
|
|
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);
|
|
|
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
public override void _Process(double delta)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
// Manage head and camera movement
|
|
|
|
|
|
|
|
LookAround(delta);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
EffectsManager.UpdateEffects(delta);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////
|
|
|
|
///////////////////////////
|
|
|
|
// Hit Management ///////
|
|
|
|
// Hit Management ///////
|
|
|
|
///////////////////////////
|
|
|
|
///////////////////////////
|
|
|
|
|