164 lines
6.0 KiB
C#
164 lines
6.0 KiB
C#
using Godot;
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namespace Movementtests.systems;
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public partial class DashSystem: Node3D
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{
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public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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public float DashSpeed { get; set; } = 0.1f;
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[Export(PropertyHint.Range, "0,1000,1,or_greater")]
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public float PostDashSpeed { get; set; } = 0f;
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public bool HasHit { get; set; }
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public Vector3 TargetLocation { get; set; }
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public Vector3 CollisionPoint { get; set; }
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public Vector3 CollisionNormal { get; set; }
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public Vector3 PlannedLocation { get; set; }
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public bool ShouldMantle { get; set; }
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public Vector3 PlannedMantleLocation { get; set; }
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private ShapeCast3D _playerCast3D;
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private Camera3D _camera;
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private TweenQueueSystem _tweenQueueSystem;
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private Vector3 _dashDirection = Vector3.Zero;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private CpuParticles3D _dashIndicator;
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private AnimationPlayer _dashIndicatorAnim;
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[Export]
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public PackedScene DashIndicatorScene { get; set; }
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[Signal]
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public delegate void DashStartedEventHandler();
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[Signal]
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public delegate void DashEndedEventHandler();
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[Signal]
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public delegate void DashProgressEventHandler(float progress);
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private Vector3 _globalDashPosition = Vector3.Zero;
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private float _playerHeight;
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private float _playerRadius;
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public float DashCastRadius { get; set; }
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public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
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{
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_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
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var dashShape = _dashCast3D.GetShape() as SphereShape3D;
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DashCastRadius = dashShape!.Radius;
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_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
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var playerShape = _playerCast3D.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape!.Radius;
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_head = head;
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_camera = camera;
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_tweenQueueSystem = tweenQueueSystem;
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_mantleSystem = GetNode<MantleSystem>("MantleSystem");
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_mantleSystem.Init(this);
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_dashTarget = GetNode<MeshInstance3D>("DashTarget");
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_dashTarget.SetVisible(false);
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_dashIndicator = GetNode<CpuParticles3D>("DashIndicator");
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_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
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}
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private Vector3 RecurseThroughCollisions(Vector3 previousCollisionPoint, Vector3 previousNormal, int recursionDepth)
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{
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if (recursionDepth == 0)
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return previousCollisionPoint;
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var startPoint = previousCollisionPoint + previousNormal*_playerHeight;
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_playerCast3D.SetGlobalPosition(startPoint);
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_playerCast3D.SetTargetPosition(-previousNormal*_playerRadius);
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var hasHit = _playerCast3D.IsColliding();
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if (!hasHit)
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return previousCollisionPoint;
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return RecurseThroughCollisions(
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_playerCast3D.GetCollisionPoint(0),
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_playerCast3D.GetCollisionNormal(0),
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recursionDepth - 1);
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}
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private DashLocation ComputeDashLocation()
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{
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var targetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
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var hasHit = _dashCast3D.IsColliding();
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if (!hasHit)
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{
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return new DashLocation(false, targetLocation, Vector3.Zero, Vector3.Zero);
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}
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var collisionPoint = _dashCast3D.GetCollisionPoint(0);
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var collisionNormal = _dashCast3D.GetCollisionNormal(0);
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var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
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var globalSweepPath = targetLocation - _dashCast3D.GlobalPosition;
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var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
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return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal);
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// // Pushes the point down when dashing to under a platform so head doesn't clip
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// var maxPushDownDistance = 0.9f;
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// var correctionProportion = (float) Mathf.Remap(CollisionNormal.Y, -0.5, -1, 0, 1);
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// var proportion = (float)Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1);
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// var finalLocation = locationAlongPath
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// + CollisionNormal
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// * maxPushDownDistance
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// * Mathf.Clamp(proportion, 0, 1)
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// * Mathf.Clamp(correctionProportion, 0, 1);
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//
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// return new DashLocation(true, finalLocation);
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}
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public void PrepareDash()
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{
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_dashCast3D.SetRotation(new Vector3(
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_camera.Rotation.X,
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_head.Rotation.Y,
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_camera.Rotation.Z));
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(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
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ShouldMantle = false;
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// var mantleLocation = Vector3.Zero;
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// if (HasHit && Mathf.Abs(CollisionNormal.Y) < 0.5f)
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// {
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// var mantleResult = _mantleSystem.FindMantleLocationAtPoint(PlannedLocation, CollisionNormal);
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// ShouldMantle = mantleResult.IsSome(out mantleLocation);
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// }
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// PlannedMantleLocation = mantleLocation;
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// Setup dash target
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var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
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targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
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_dashTarget.SetVisible(true);
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_dashTarget.SetGlobalPosition(PlannedLocation);
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}
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public void StopPreparingDash()
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{
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_dashTarget.SetVisible(false);
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}
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public void StartPreparingDash()
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{
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_dashTarget.SetVisible(true);
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}
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}
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