Files

481 lines
15 KiB
C#

using System;
using Godot;
namespace Movementtests.player_controller.Scripts;
public partial class HealthSystem : Node3D
{
new enum Rotation
{
NoRotation = 0,
CameraRotationTriggered = 1,
RotatingOnZAxis = 2,
ReturningBack = 3,
}
[ExportGroup("Health Metrics")]
[ExportSubgroup("Amounts")]
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float MaxHealth { get; set; } = 100.0f;
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float CurrentHealth { get; set; } = 100.0f;
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float MinimalDamageUnit { get; set; } = 25.0f;
[Export(PropertyHint.Range, "-100,0,0.1,or_smaller")]
public float ThresholdVelYForDamage { get; set; } = -15.0f;
[ExportSubgroup("Regeneration")]
[Export(PropertyHint.Range, "0,10,0.01,suffix:s,or_greater")]
public float SecondsBeforeRegeneration { get; set; } = 5.5f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float RegenerationSpeed { get; set; } = 10.0f;
[ExportGroup("Damage Camera Effects")]
[ExportSubgroup("Camera Shake")]
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float RotationSpeed { get; set; } = 9.0f;
[Export(PropertyHint.Range, "0,180,0.1,degrees")]
public float RotationDegree { get; set; } = 14.0f;
[ExportSubgroup("Visual Distortion")]
// Screen darkness controls how dark the screen will be, where 0.0 - natural
// color of the screen(unaltered) and 1.0 - black screen
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float ScreenDarknessMin { get; set; } = 0.0f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float ScreenDarknessMax { get; set; } = 0.3f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float DistortionSpeedMin { get; set; } = 0.0f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float DistortionSpeedMax { get; set; } = 0.6f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float DistortionSizeMin { get; set; } = 0.0f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float DistortionSizeMax { get; set; } = 1.0f;
[ExportSubgroup("Vignetting")]
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float ActiveZoneMultiplierMin { get; set; } = 0.45f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float ActiveZoneMultiplierMax { get; set; } = 0.475f;
[Export(PropertyHint.Range, "0.0,1.0,0.01,or_greater")]
public float MultiplierDeltaForAnimation { get; set; } = 0.066f;
[Export(PropertyHint.Range, "0.0,1.0,0.01")]
public float Softness { get; set; } = 1.0f;
[Export(PropertyHint.Range, "0.0,10,0.01")]
public float SpeedMin { get; set; } = 2.95f;
[Export(PropertyHint.Range, "0.0,10,0.01")]
public float SpeedMax { get; set; } = 4.0f;
// Death / GameOver
[ExportGroup("Death")]
[ExportSubgroup("Before Fade Out")]
[Export(PropertyHint.Range, "0,1,0.01,or_less,or_greater")]
public float BlurLimitValueToStartFadeOut { get; set; } = 0.3f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float BlurValueToStartFadeOut { get; set; } = 3.376f;
[ExportSubgroup("Speeds")]
[Export(PropertyHint.Range, "0.1,20.0,0.1,or_greater")]
public float CameraDropSpeedOnDeath { get; set; } = 18.0f;
[Export(PropertyHint.Range, "0.01,5.0,0.01,or_greater")]
public float FadeOutSpeed { get; set; } = 0.11f;
[Export(PropertyHint.Range, "0.1,10,0.01,or_greater")]
public float BlurLimitSpeedOnDeath { get; set; } = 0.9f;
[Export(PropertyHint.Range, "0.1,10,0.01,or_greater")]
public float BlurSpeedOnDeath { get; set; } = 1.5f;
[ExportSubgroup("Target values")]
[Export(PropertyHint.Range, "0,5.0,0.01,suffix:m,or_greater")]
public float CameraHeightOnDeath { get; set; } = 0.68f;
[Export(PropertyHint.Range, "0,5.0,0.01,suffix:m,or_greater")]
public float FadeOutTargetValue { get; set; } = 4.0f;
// TODO: add setter: BlurLimitValueToStartFadeOut should always be less than BlurLimitTargetValue
// (control it in editor)
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BlurLimitTargetValue { get; set; } = 0.5f;
// TODO: add setter: BlurValueToStartFadeOut should always be less than BlurTargetValue
// (control it in editor)
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BlurTargetValue { get; set; } = 7.0f;
[ExportSubgroup("Other")]
[Export(PropertyHint.Range, "0.0,4.0,0.01,suffix:s,or_greater")]
public float ScreenDarknessToReloadScene { get; set; } = 1.74f;
// Required to hide Vignette effect
private float _currentHealthInPrevFrame;
private float _currentVelocityYInAir;
private Gravity _gravity;
private CharacterBody3D _characterBody3D;
private Camera3D _camera;
private float _cameraInitialRotationZ;
private float _targetRotationZAxis;
private Rotation _cameraRotation = Rotation.NoRotation;
private float _progressOnCamRotation;
private Vector2 _uvOffset = Vector2.Zero;
private float _offsetResetThreshold = 5.0f;
private ShaderMaterial _distortionMaterial;
private float _timeAccumulator;
private float _currentSpeed;
private const float InitialMultiplierMidVal = 0.6f;
private const float MultiplierMidValToHideVignette = 0.8f;
private float _currentMultiplierMidValue;
private ShaderMaterial _vignetteMaterial;
private bool _deathAnimationPlayed;
private float _screenDarknessOnDeath;
private float _currentBlurLimit;
private float _currentBlur;
private float _currentScreenDarkness;
private bool _dead;
private Node3D _head;
private ShaderMaterial _blurMaterial;
public struct HealthSystemInitParams
{
public Gravity Gravity;
public CharacterBody3D Parent;
public Camera3D Camera;
public Node3D Head;
public ColorRect VignetteRect;
public ColorRect DistortionRect;
public ColorRect BlurRect;
}
public void Init(HealthSystemInitParams initParams)
{
_currentHealthInPrevFrame = CurrentHealth;
_currentMultiplierMidValue = InitialMultiplierMidVal;
_currentSpeed = SpeedMin;
_gravity = initParams.Gravity;
_characterBody3D = initParams.Parent;
_camera = initParams.Camera;
_head = initParams.Head;
_vignetteMaterial = initParams.VignetteRect.Material as ShaderMaterial;
_distortionMaterial = initParams.DistortionRect.Material as ShaderMaterial;
_blurMaterial = initParams.BlurRect.Material as ShaderMaterial;
// Resetting shaders' parameters
_vignetteMaterial.SetShaderParameter(Constants.VIGNETTE_SHADER_MULTIPLIER, 1.0f);
_vignetteMaterial.SetShaderParameter(Constants.VIGNETTE_SHADER_SOFTNESS, 1.0f);
_distortionMaterial.SetShaderParameter(Constants.DISTORTION_SHADER_SCREEN_DARKNESS, 0.0f);
_distortionMaterial.SetShaderParameter(Constants.DISTORTION_SHADER_DARKNESS_PROGRESSION, 0.0f);
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_UV_OFFSET, new Vector2(0.0f, 0.0f));
_distortionMaterial.SetShaderParameter(Constants.DISTORTION_SHADER_SIZE, 0.0);
_blurMaterial.SetShaderParameter(Constants.BLUR_SHADER_LIMIT, 0.0f);
_blurMaterial.SetShaderParameter(Constants.BLUR_SHADER_BLUR, 0.0f);
}
public override void _Process(double delta)
{
float deltaConverted = (float)delta;
HandleDeath(deltaConverted);
HandleVignetteShader(deltaConverted);
HandleDistortionShader(deltaConverted);
HandleCameraRotationOnHit(deltaConverted);
HandleDamageOnFall();
HandleHealthRegeneration(deltaConverted);
}
public void TakeDamage(float amount)
{
if (_dead)
{
return;
}
if (_cameraRotation == Rotation.NoRotation)
{
_cameraRotation = Rotation.CameraRotationTriggered;
}
CurrentHealth -= amount;
CurrentHealth = Mathf.Clamp(CurrentHealth, 0, MaxHealth);
if (CurrentHealth == 0)
{
_dead = true;
return;
}
_lastHitTime = DateTime.UtcNow;
}
public float GetCurrentHealth() { return CurrentHealth; }
#if DEBUG
public override void _UnhandledInput(InputEvent @event)
{
if (@event is InputEventKey eventKey)
if (eventKey.Pressed && eventKey.Keycode == Key.H)
TakeDamage(MinimalDamageUnit);
}
#endif
public bool IsDead() { return _dead; }
private void HandleDeath(float delta)
{
if (!_dead) { return; }
if (!_deathAnimationPlayed)
{
_deathAnimationPlayed = true;
}
Vector3 newPosition = _head.Position;
newPosition.Y = Mathf.Lerp(newPosition.Y, CameraHeightOnDeath, CameraDropSpeedOnDeath * delta);
if (newPosition.Y < CameraHeightOnDeath) { newPosition.Y = CameraHeightOnDeath; }
_head.Position = newPosition;
_currentBlurLimit = Mathf.Lerp(
_currentBlurLimit, BlurLimitTargetValue, BlurLimitSpeedOnDeath * delta);
_blurMaterial.SetShaderParameter(Constants.BLUR_SHADER_LIMIT, _currentBlurLimit);
_currentBlur = Mathf.Lerp(_currentBlur, BlurTargetValue, BlurSpeedOnDeath * delta);
_blurMaterial.SetShaderParameter(Constants.BLUR_SHADER_BLUR, _currentBlur);
if (_currentBlurLimit >= BlurLimitValueToStartFadeOut && _currentBlur >= BlurValueToStartFadeOut)
{
float currentScreenDarknessVariant = (float)_distortionMaterial.GetShaderParameter(
Constants.DISTORTION_SHADER_SCREEN_DARKNESS);
_screenDarknessOnDeath = Mathf.Lerp(
currentScreenDarknessVariant, FadeOutTargetValue, FadeOutSpeed * delta);
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_SCREEN_DARKNESS, _screenDarknessOnDeath);
if (_screenDarknessOnDeath >= ScreenDarknessToReloadScene)
{
GD.Print("reload");
// Reload the current scene
GetTree().ReloadCurrentScene();
}
}
}
private void HandleVignetteShader(float delta)
{
if (Mathf.IsEqualApprox(CurrentHealth, MaxHealth))
{
_currentHealthInPrevFrame = CurrentHealth;
_currentMultiplierMidValue = InitialMultiplierMidVal;
_timeAccumulator = 0;
return;
}
float healthNormalized = CurrentHealth / MaxHealth;
float healthReverted = 1.0f - healthNormalized;
float newAnimationSpeed = Mathf.Lerp(SpeedMin, SpeedMax, healthReverted);
_currentSpeed = Mathf.Lerp(_currentSpeed, newAnimationSpeed, delta);
float completeSinCycle = Mathf.Tau / _currentSpeed;
_timeAccumulator = Mathf.Wrap(_timeAccumulator + delta, 0.0f, completeSinCycle);
float rawAnimationWeight = Mathf.Sin(_timeAccumulator * _currentSpeed);
float animationWeight = Mathf.Abs(rawAnimationWeight);
float difference = _currentHealthInPrevFrame - CurrentHealth;
float newMultiplierMidValue;
if (difference < 0)
{
newMultiplierMidValue = Mathf.Lerp(
MultiplierMidValToHideVignette, ActiveZoneMultiplierMin, healthReverted);
} else
{
newMultiplierMidValue = Mathf.Lerp(
ActiveZoneMultiplierMax, ActiveZoneMultiplierMin, healthReverted);
}
_currentMultiplierMidValue = Mathf.Lerp(
_currentMultiplierMidValue, newMultiplierMidValue, delta);
float multiplier = Mathf.Lerp(
_currentMultiplierMidValue - MultiplierDeltaForAnimation,
_currentMultiplierMidValue + MultiplierDeltaForAnimation,
animationWeight * animationWeight
);
_vignetteMaterial.SetShaderParameter(Constants.VIGNETTE_SHADER_MULTIPLIER, multiplier);
_vignetteMaterial.SetShaderParameter(Constants.VIGNETTE_SHADER_SOFTNESS, Softness);
_currentHealthInPrevFrame = CurrentHealth;
}
private void HandleDistortionShader(float delta)
{
if (Mathf.IsEqualApprox(CurrentHealth, MaxHealth))
{
return;
}
float healthNormalized = CurrentHealth / MaxHealth;
float healthReverted = 1 - healthNormalized;
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_DARKNESS_PROGRESSION, healthReverted);
if (!_dead)
{
float screenDarkness = Mathf.Remap(
healthReverted, 0, 1, ScreenDarknessMin, ScreenDarknessMax);
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_SCREEN_DARKNESS, screenDarkness);
}
float distortionSpeed = Mathf.Remap(
healthReverted, 0.0f, 1.0f, DistortionSpeedMin, DistortionSpeedMax);
float offsetVal = delta * distortionSpeed;
_uvOffset += new Vector2(offsetVal, offsetVal);
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_UV_OFFSET, _uvOffset);
if (_uvOffset.X > _offsetResetThreshold) { _uvOffset.X = 0.0f; _uvOffset.Y = 0.0f; }
float distortionSize = Mathf.Remap(
healthReverted, 0.0f, 1.0f, DistortionSizeMin, DistortionSizeMax);
_distortionMaterial.SetShaderParameter(
Constants.DISTORTION_SHADER_SIZE, distortionSize);
}
private void RotateCameraOnZAxis(float delta, float targetAngleInRadians, Rotation rotationStateToSetOnFinish)
{
_progressOnCamRotation += delta * RotationSpeed;
_progressOnCamRotation = Mathf.Clamp(_progressOnCamRotation, 0f, 1f);
float lerpedAngleZ = Mathf.LerpAngle(
_camera.Rotation.Z,targetAngleInRadians, _progressOnCamRotation);
_camera.Rotation = new Vector3(_camera.Rotation.X, _camera.Rotation.Y, lerpedAngleZ);
float difference = Mathf.Abs(targetAngleInRadians - _camera.Rotation.Z);
if (difference < Constants.ACCEPTABLE_TOLERANCE)
{
_cameraRotation = rotationStateToSetOnFinish;
_progressOnCamRotation = 0;
}
}
private void HandleCameraRotationOnHit(float delta)
{
if (_cameraRotation == Rotation.NoRotation || _dead) return;
if (_cameraRotation == Rotation.CameraRotationTriggered)
{
if (GD.Randi() % 2 == 0)
{
_targetRotationZAxis = Mathf.DegToRad(RotationDegree * -1);
}
else
{
_targetRotationZAxis = Mathf.DegToRad(RotationDegree);
}
_cameraRotation = Rotation.RotatingOnZAxis;
}
if (_cameraRotation == Rotation.RotatingOnZAxis)
{
RotateCameraOnZAxis(delta, _targetRotationZAxis, Rotation.ReturningBack);
}
if (_cameraRotation == Rotation.ReturningBack)
{
RotateCameraOnZAxis(delta, 0, Rotation.NoRotation);
}
}
private void HandleDamageOnFall()
{
if (_dead) { return;}
if (!_characterBody3D.IsOnFloor())
{
_currentVelocityYInAir = _characterBody3D.Velocity.Y;
}
else
{
if (_currentVelocityYInAir < ThresholdVelYForDamage && ThresholdVelYForDamage > 0)
{
float hit = Mathf.Remap(_currentVelocityYInAir,
ThresholdVelYForDamage, ThresholdVelYForDamage - 9.0f,
MinimalDamageUnit, MaxHealth);
GD.Print("Hit damage: ", hit);
TakeDamage(hit);
}
_currentVelocityYInAir = 0.0f;
}
}
private DateTime? _lastHitTime;
private void HandleHealthRegeneration(float delta)
{
if (_lastHitTime == null || _dead) return;
DateTime lastHitTimeConverted = (DateTime)_lastHitTime;
double differenceInSeconds = (DateTime.UtcNow - lastHitTimeConverted).TotalSeconds;
float differenceInSecondsConverted = (float)differenceInSeconds;
if (differenceInSecondsConverted < SecondsBeforeRegeneration)
{
return;
}
if (Mathf.IsEqualApprox(CurrentHealth, MaxHealth))
{
CurrentHealth = MaxHealth;
_lastHitTime = null;
return;
}
CurrentHealth += delta * RegenerationSpeed;
CurrentHealth = Mathf.Clamp(CurrentHealth, 0, MaxHealth);
}
}