Files
MovementTests/systems/dash/DashSystem.cs
2025-09-11 16:36:27 +02:00

164 lines
6.0 KiB
C#

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