using Godot; namespace Movementtests.systems; public partial class DashSystem: Node3D { [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] public float DashSpeed { get; set; } = 0.05f; [Export(PropertyHint.Range, "0,1000,1,or_greater")] public float PostDashSpeed { get; set; } = 0f; public bool HasHit { get; set; } public Vector3 TargetLocation { get; set; } public Vector3 CollisionPoint { get; set; } public Vector3 CollisionNormal { get; set; } public Vector3 PlannedPlayerLocation { get; set; } public bool ShouldMantle { get; set; } public Vector3 PlannedMantleLocation { get; set; } private Node3D _head; private ShapeCast3D _dashCast3D; private ShapeCast3D _playerCast3D; private Camera3D _camera; private TweenQueueSystem _tweenQueueSystem; private Vector3 _dashDirection = Vector3.Zero; private MantleSystem _mantleSystem; private MeshInstance3D _dashTarget; [Signal] public delegate void DashStartedEventHandler(); [Signal] public delegate void DashEndedEventHandler(); public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem) { _dashCast3D = GetNode("DashCast3D"); _playerCast3D = GetNode("PlayerShapeCast3D"); _head = head; _camera = camera; _tweenQueueSystem = tweenQueueSystem; _mantleSystem = GetNode("MantleSystem"); _mantleSystem.Init(this); _dashTarget = GetNode("DashTarget"); _dashTarget.SetVisible(false); } private void ComputeDashLocation() { TargetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition); HasHit = _dashCast3D.IsColliding(); if (!HasHit) { PlannedPlayerLocation = TargetLocation; return; } CollisionPoint = _dashCast3D.GetCollisionPoint(0); CollisionNormal = _dashCast3D.GetCollisionNormal(0); var fraction = _dashCast3D.GetClosestCollisionSafeFraction(); var globalSweepPath = TargetLocation - _dashCast3D.GlobalPosition; var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction; var maxPushDownDistance = 0.9f; var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1); var proportion = (float) Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1); PlannedPlayerLocation = locationAlongPath + CollisionNormal * maxPushDownDistance * proportion * correctionProportion; } public void PrepareDash() { _dashTarget.SetVisible(false); _dashCast3D.SetRotation(new Vector3( _camera.Rotation.X, _head.Rotation.Y, _camera.Rotation.Z)); ComputeDashLocation(); ShouldMantle = false; var mantleLocation = Vector3.Zero; if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f) { var mantleResult = _mantleSystem.FindMantleLocationAtPoint(CollisionPoint, CollisionNormal); ShouldMantle = mantleResult.IsSome(out mantleLocation); } PlannedMantleLocation = mantleLocation; var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f); targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor; var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0); targetMaterial.SetAlbedo(targetColor); _dashTarget.SetVisible(true); _dashTarget.SetGlobalPosition(PlannedPlayerLocation); } public void CancelDash() { _dashTarget.SetVisible(false); } public void DashTweenEnded() { EmitSignal(SignalName.DashEnded); } public void Dash() { EmitSignal(SignalName.DashStarted); _dashTarget.SetVisible(false); var dashTweenInputs = new TweenQueueSystem.TweenInputs(PlannedPlayerLocation, 0.1f); var dashTween = _tweenQueueSystem.TweenToLocation(dashTweenInputs); dashTween.Finished += DashTweenEnded; if (ShouldMantle) { _tweenQueueSystem.QueueTween(PlannedMantleLocation, 0.2f); } } public void DashToThrownWeapon() { } public void DashToPlantedWeapon() { } }