138 lines
4.4 KiB
C#
138 lines
4.4 KiB
C#
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<ShapeCast3D>("DashCast3D");
|
|
_playerCast3D = GetNode<ShapeCast3D>("PlayerShapeCast3D");
|
|
|
|
_head = head;
|
|
_camera = camera;
|
|
_tweenQueueSystem = tweenQueueSystem;
|
|
|
|
_mantleSystem = GetNode<MantleSystem>("MantleSystem");
|
|
_mantleSystem.Init(this);
|
|
|
|
_dashTarget = GetNode<MeshInstance3D>("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()
|
|
{
|
|
|
|
}
|
|
}
|