289 lines
8.5 KiB
C#
289 lines
8.5 KiB
C#
using System.Collections.Generic;
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using System.Runtime.InteropServices.JavaScript;
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using Godot;
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using RustyOptions;
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namespace PolarBears.PlayerControllerAddon;
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public partial class PlayerController : CharacterBody3D
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{
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// User API to important child nodes.
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public HeadSystem HeadSystem;
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public Bobbing Bobbing;
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public FieldOfView FieldOfView;
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public Stamina Stamina;
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public StairsSystem StairsSystem;
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public MantleSystem MantleSystem;
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public DashSystem DashSystem;
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public CapsuleCollider CapsuleCollider;
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public Gravity Gravity;
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public HealthSystem HealthSystem;
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public MoveSystem MoveSystem;
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public TweenQueueSystem TweenQueueSystem;
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private bool _movementEnabled = true;
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private bool _shouldMantle = false;
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private Vector3 _dashLocation = Vector3.Zero;
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private Vector3 _mantleLocation = Vector3.Zero;
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NumOfHeadCollisionDetectors = 4;
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private RayCast3D[] _headCollisionDetectors;
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private Vector3 _inputMove = Vector3.Zero;
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private float _inputRotateY = 0.0f;
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private float _inputRotateFloorplane = 0.0f;
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private bool _isAiming = false;
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public void OnInputMove(Vector3 value)
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{
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_inputMove = value;
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}
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public void OnInputRotateY(float value)
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{
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_inputRotateY = value;
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}
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public void OnInputRotateFloorplane(float value)
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{
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_inputRotateFloorplane = value;
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}
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public void OnInputAimPressed()
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{
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_isAiming = true;
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GD.Print("Aim pressed");
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}
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public void OnInputAimReleased()
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{
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_isAiming = false;
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GD.Print("Aim released");
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}
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public void OnInputAimCanceled()
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{
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_isAiming = false;
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GD.Print("Aim canceled");
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}
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public void OnInputJumpPressed()
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{
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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MoveSystem.Jump(IsOnFloor());
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}
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public override void _Ready()
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{
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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HeadSystem.Init();
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_headCollisionDetectors = new RayCast3D[NumOfHeadCollisionDetectors];
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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{
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_headCollisionDetectors[i] = GetNode<RayCast3D>(
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"HeadCollisionDetectors/HeadCollisionDetector" + i);
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}
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// Getting dependencies of the components(In godot we manage this from upwards to downwards not vice versa)
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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// Getting universal setting from GODOT editor to be in sync
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float gravitySetting = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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ColorRect vignetteRect = GetNode<ColorRect>(
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"HeadSystem/CameraSmooth/Camera3D/CLVignette(Layer_1)/HealthVignetteRect");
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ColorRect distortionRect = GetNode<ColorRect>(
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"HeadSystem/CameraSmooth/Camera3D/CLDistortion(Layer_2)/HealthDistortionRect");
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ColorRect blurRect = GetNode<ColorRect>("HeadSystem/CameraSmooth/Camera3D/CLBlur(Layer_2)/BlurRect");
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Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
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// Getting components
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Bobbing = GetNode<Bobbing>("Bobbing");
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Bobbing.Init(camera);
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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FieldOfView.Init(camera);
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CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
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Gravity = GetNode<Gravity>("Gravity");
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Gravity.Init(gravitySetting);
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MantleSystem = GetNode<MantleSystem>("MantleSystem");
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MantleSystem.Init(HeadSystem);
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TweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
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TweenQueueSystem.Init(this);
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MoveSystem = GetNode<MoveSystem>("MoveSystem");
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var moveSystemParams = new MoveSystem.MoveSystemParameters(this, Gravity, MantleSystem, TweenQueueSystem,
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HeadSystem, CapsuleCollider);
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MoveSystem.Init(moveSystemParams);
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Stamina = GetNode<Stamina>("Stamina");
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Stamina.SetSpeeds(MoveSystem.WalkSpeed, MoveSystem.SprintSpeed);
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StairsSystem = GetNode<StairsSystem>("StairsSystem");
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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DashSystem = GetNode<DashSystem>("DashSystem");
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DashSystem.Init(HeadSystem, camera);
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HealthSystem = GetNode<HealthSystem>("HealthSystem");
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HealthSystem.HealthSystemInitParams healthSystemParams = new HealthSystem.HealthSystemInitParams()
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{
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Gravity = Gravity,
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Parent = this,
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Camera = camera,
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Head = HeadSystem,
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VignetteRect = vignetteRect,
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DistortionRect = distortionRect,
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BlurRect = blurRect,
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};
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HealthSystem.Init(healthSystemParams);
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}
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public override void _PhysicsProcess(double delta)
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{
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TweenQueueSystem.ProcessTweens();
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if (Input.IsActionPressed("aim_dash"))
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{
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(_shouldMantle, _dashLocation, _mantleLocation) = DashSystem.PrepareDash();
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}
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if (Input.IsActionJustReleased("aim_dash"))
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{
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DashSystem.Dash();
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TweenQueueSystem.QueueTween(_dashLocation, 0.1f);
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if (_shouldMantle)
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{
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TweenQueueSystem.QueueTween(_mantleLocation, 0.1f);
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}
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}
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var isPlayerDead = HealthSystem.IsDead();
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var isHeadTouchingCeiling = IsHeadTouchingCeiling();
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MoveSystem.MoveAround(delta, _inputMove, isOnFloorCustom(), isPlayerDead, isHeadTouchingCeiling);
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Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
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HeadSystem.LookAround(inputLookDir);
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Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
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{
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Delta = (float)delta,
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IsOnFloorCustom = isOnFloorCustom(),
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Velocity = Velocity
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};
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Bobbing.PerformCameraBobbing(cameraBobbingParams);
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FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
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{
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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Delta = (float)delta,
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SprintSpeed = MoveSystem.SprintSpeed,
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Velocity = Velocity
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};
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FieldOfView.PerformFovAdjustment(fovParams);
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StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
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{
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IsOnFloorCustom = isOnFloorCustom(),
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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CurrentSpeedGreaterThanWalkSpeed = MoveSystem._currentSpeed > MoveSystem.WalkSpeed,
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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Delta = (float)delta,
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FloorMaxAngle = FloorMaxAngle,
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GlobalPositionFromDriver = GlobalPosition,
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Velocity = Velocity,
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GlobalTransformFromDriver = GlobalTransform,
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Rid = GetRid()
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};
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// TODO: SnapUpStairsCheck influences the ability of player to crouch because of `stepHeightY <= 0.01` part
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// Ideally, it should not. SnapUpStairsCheck and SnapDownStairsCheck should be called, when player is actually
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// on the stairs
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StairsSystem.UpStairsCheckResult upStairsCheckResult = StairsSystem.SnapUpStairsCheck(upStairsCheckParams);
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if (upStairsCheckResult.UpdateRequired)
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{
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upStairsCheckResult.Update(this);
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}
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else
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{
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MoveAndSlide();
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StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
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{
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IsOnFloor = IsOnFloor(), // TODO: replace on IsOnFloor Custom
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IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
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LastFrameWasOnFloor = _lastFrameWasOnFloor,
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CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
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CurrentCapsuleHeight = CapsuleCollider.GetCurrentHeight(),
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FloorMaxAngle = FloorMaxAngle,
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VelocityY = Velocity.Y,
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GlobalTransformFromDriver = GlobalTransform,
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Rid = GetRid()
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};
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StairsSystem.DownStairsCheckResult downStairsCheckResult = StairsSystem.SnapDownStairsCheck(
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downStairsCheckParams);
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if (downStairsCheckResult.UpdateIsRequired)
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{
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downStairsCheckResult.Update(this);
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}
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}
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StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
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{
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IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
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CurrentSpeedGreaterThanWalkSpeed = MoveSystem._currentSpeed > MoveSystem.WalkSpeed,
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BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
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Delta = (float)delta
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};
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StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
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}
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private bool IsHeadTouchingCeiling()
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{
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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{
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if (_headCollisionDetectors[i].IsColliding())
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{
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return true;
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}
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}
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return false;
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}
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private bool isOnFloorCustom()
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{
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return IsOnFloor() || StairsSystem.WasSnappedToStairsLastFrame();
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}
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}
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