1491 lines
45 KiB
C#
1491 lines
45 KiB
C#
using System;
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using Godot;
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using GodotStateCharts;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using RustyOptions;
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public partial class PlayerController : CharacterBody3D
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{
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// Enums
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public enum AllowedInputs
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{
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All,
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MoveCamera,
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None,
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}
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private bool _isUsingGamepad;
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public AllowedInputs CurrentlyAllowedInputs { get; set; } = AllowedInputs.All;
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public enum BufferedActions
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{
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None,
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Jump,
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MantleJump,
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Dash,
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MantleDash
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}
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private BufferedActions _bufferedAction = BufferedActions.None;
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///////////////////////////
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// Public stuff //
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///////////////////////////
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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 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 Node3D WeaponRoot;
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public WeaponSystem WeaponSystem;
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public WallHugSystem WallHugSystem;
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public PlayerUi PlayerUi;
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public TextureRect DashIndicator;
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public ColorRect PowerCooldownIndicator;
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public Node3D DashIndicatorNode;
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public MeshInstance3D DashIndicatorMesh;
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public CylinderMesh DashIndicatorMeshCylinder;
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public RayCast3D WallRunSnapper;
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public ShapeCast3D GroundDetector;
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// Inspector stuff
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[Export] public Marker3D TutorialWeaponTarget;
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[Export] public bool TutorialDone { get; set; }
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[ExportCategory("Movement")]
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[ExportGroup("Ground")]
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WalkSpeed { get; set; } = 7.0f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float AccelerationFloor = 5.0f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DecelerationFloor = 5.0f;
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[ExportGroup("Air")]
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float AccelerationAir = 3.0f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float DecelerationAir = 1.0f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float Weight { get; set; } = 3.0f;
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// Mantle
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[ExportGroup("Mantle")]
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float MantleTime { get; set; } = 0.1f;
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[Export]
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public PackedScene MantlePath { get; set; }
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[Export(PropertyHint.Range, "0,50,0.1")]
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public float MantleDashStrength { get; set; } = 15f;
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float MantleJumpStartVelocity { get; set; } = 20.0f;
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// Jump
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[ExportGroup("Jump")]
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[Export(PropertyHint.Range, "0,1,0.01")]
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public float CoyoteTime { get; set; } = 0.2f;
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[Export(PropertyHint.Range, "0,10,1,or_greater")]
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public int InputBufferFrames { get; set; } = 3;
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// Simple jump
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[ExportSubgroup("Simple jump")]
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float SimpleJumpStartVelocity { get; set; } = 3.0f;
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[Export(PropertyHint.Range, "0,10,1,or_greater")]
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public int SimpleJumpHangTimeInFrames { get; set; } = 5;
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[Export(PropertyHint.Range, "1,10,0.1,or_greater")]
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public float SimpleJumpGravityLesseningFactor { get; set; } = 3f;
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// Double jump
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[ExportSubgroup("Double jump")]
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float DoubleJumpStartVelocity { get; set; } = 10.0f;
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[Export(PropertyHint.Range, "0,10,1,or_greater")]
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public int DoubleJumpHangTimeInFrames { get; set; } = 5;
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[Export(PropertyHint.Range, "1,10,0.1,or_greater")]
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public float DoubleJumpGravityLesseningFactor { get; set; } = 3f;
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// Wall jump
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[ExportSubgroup("Wall jump")]
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float WallJumpStartVelocity { get; set; } = 10.0f;
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// Dash
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[ExportGroup("Dash")]
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[Export(PropertyHint.Range, "0,5,1,or_greater")]
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public int MaxNumberOfEmpoweredActions { get; set; } = 1;
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// Simple dash
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[ExportSubgroup("Simple")]
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[Export(PropertyHint.Range, "0,50,0.1")]
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public float SimpleDashStrength { get; set; } = 10f;
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// Aimed Dash
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[ExportSubgroup("Special")]
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float AimedDashTime { get; set; } = 0.1f;
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float PostDashSpeed { get; set; } = 100f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float TimeScaleAimInAir { get; set; } = 0.05f;
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// Slam
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[ExportSubgroup("Slam")]
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float SlamSpeed { get; set; } = 50.0f;
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// Sliding and gliding
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[ExportGroup("Slide")]
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[ExportSubgroup("Ground slide")]
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float AccelerationGroundSlide = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float DecelerationGroundSlide = 0.1f;
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[ExportSubgroup("Air glide")]
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float AirGlideVSpeed { get; set; } = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float AccelerationAirGlide = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float DecelerationAirGlide = 0.1f;
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// Wall hug
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[ExportGroup("Wall hug")]
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[Export(PropertyHint.Range, "0,50,0.1,or_greater")]
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public float WallHugGravityLesseningFactor { get; set; } = 2f;
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[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
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public float WallHugDownwardMaxSpeed { get; set; } = 2f;
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[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
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public float WallHugHorizontalDeceleration { get; set; } = 5f;
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// Wall run
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[ExportGroup("Wall run")]
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[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
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public float WallRunUpwardVelocity { get; set; } = 10f;
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[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
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public float WallRunAltitudeLossSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
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public float WallRunSpeedThreshold { get; set; } = 8f;
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///////////////////////////
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// Private stuff //
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///////////////////////////
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// Stairs and shit
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NUM_OF_HEAD_COLLISION_DETECTORS = 4;
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private RayCast3D[] _headCollisionDetectors;
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// Basic movement
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private bool _movementEnabled = true;
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private Vector3 _inputMove = Vector3.Zero;
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private Vector3 _inputMoveKeyboard = Vector3.Zero;
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private float _inputRotateY;
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private float _inputRotateFloorplane;
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// Basic falling
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private float _targetSpeed;
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private float _gravity;
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// Jump stuff
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private int _currentInputBufferFrames;
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private bool _isJumpInputPressed;
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private int _framesSinceJumpAtApex;
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private bool _isWallJumpAvailable = true;
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// Mantle stuff
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private bool _shouldMantleOnDashEnded;
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private Path _mantlePath;
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private bool _customMantle;
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private Transform3D _customMantleStartTransform;
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private Curve3D _customMantleCurve;
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private Vector3 _mantleStartPosition;
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private Vector3 _velocityOnMantleStarted = Vector3.Zero;
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// Wall stuff
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private Vector3 _wallHugStartLocation = Vector3.Zero;
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private Vector3 _wallHugStartNormal = Vector3.Zero;
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private Vector3 _wallHugStartProjectedVelocity = Vector3.Zero;
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private Vector3 _currentWallContactPoint = Vector3.Zero;
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// Dash stuff
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private bool _canDash = true;
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private bool _canDashAirborne = true;
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private float _playerHeight;
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private float _playerRadius;
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private Vector3 _dashDirection = Vector3.Zero;
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private Vector3 _preDashVelocity = Vector3.Zero;
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private int _empoweredActionsLeft;
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public int EmpoweredActionsLeft
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{
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get => _empoweredActionsLeft;
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set
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{
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_empoweredActionsLeft = value;
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PlayerUi.SetNumberOfDashesLeft(value);
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}
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}
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// Settings
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private float _lookSensitivityMultiplier = 1.0f;
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private float _mouseSensitivityMultiplier = 1.0f;
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private float _headBobbingMultiplier = 1.0f;
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private float _fovChangeMultiplier = 1.0f;
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// Timers
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private Timer _timeScaleAimInAirTimer;
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private Timer _simpleDashCooldownTimer;
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private Timer _airborneDashCooldownTimer;
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private Timer _powerCooldownTimer;
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// State chart
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private StateChart _playerState;
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private StateChartState _aiming;
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private StateChartState _powerExpired;
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private StateChartState _powerRecharging;
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private StateChartState _powerFull;
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private StateChartState _grounded;
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private StateChartState _airborne;
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private StateChartState _coyoteEnabled;
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private StateChartState _simpleJump;
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private StateChartState _doubleJump;
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private StateChartState _mantling;
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private StateChartState _simpleDash;
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private StateChartState _aimedDash;
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private StateChartState _sliding;
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private StateChartState _groundSliding;
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private StateChartState _airGliding;
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private StateChartState _slamming;
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private StateChartState _onWall;
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private StateChartState _onWallHugging;
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private StateChartState _onWallHanging;
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private StateChartState _onWallRunning;
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private Transition _onJumpFromWall;
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private Transition _onJumpFromWallFalling;
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private Transition _onLeaveWallFromRun;
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public override void _Ready()
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{
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LoadSettings();
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///////////////////////////
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// Getting components /////
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///////////////////////////
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// General use stuff
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PlayerUi = GetNode<PlayerUi>("UI");
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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PowerCooldownIndicator.Visible = false;
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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_targetSpeed = WalkSpeed;
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DashIndicatorNode = GetNode<Node3D>("DashIndicator");
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DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
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DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
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DashIndicatorMesh.Visible = false;
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// Camera stuff
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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Bobbing = GetNode<Bobbing>("Bobbing");
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FieldOfView = GetNode<FieldOfView>("FieldOfView");
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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// Movement stuff
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WeaponRoot = GetNode<Node3D>("WeaponRoot");
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WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
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MantleSystem = GetNode<MantleSystem>("HeadSystem/MantleSystem");
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CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
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DashSystem = GetNode<DashSystem>("DashSystem");
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StairsSystem = GetNode<StairsSystem>("StairsSystem");
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WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
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WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
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GroundDetector = GetNode<ShapeCast3D>("GroundDetector");
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RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
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RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
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_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
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for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; 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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var playerShape = CapsuleCollider.GetShape() as CapsuleShape3D;
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_playerHeight = playerShape!.Height;
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_playerRadius = playerShape.Radius;
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// State management
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_playerState = StateChart.Of(GetNode("StateChart"));
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_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
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_simpleDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/Dash"));
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_aimedDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/AimedDash"));
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_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding"));
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_groundSliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide"));
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_airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide"));
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_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
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// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
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_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
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_powerRecharging = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/AtLeastOneCharge"));
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_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
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_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
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_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
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_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
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// _doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
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_simpleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/SimpleJump"));
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_doubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/DoubleJump"));
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_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
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_onJumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnJump"));
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_onJumpFromWallFalling = Transition.Of(GetNode("StateChart/Root/Movement/Airborne/Falling/OnWallJump"));
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_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
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_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
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_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
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_onWallRunning = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Running"));
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_onLeaveWallFromRun = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnLeaveWall"));
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// State timers
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
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_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
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///////////////////////////
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// Initialize components //
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///////////////////////////
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// Camera stuff
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HeadSystem.Init();
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Bobbing.Init(camera);
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FieldOfView.Init(camera);
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// Movement stuff
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// Getting universal setting from GODOT editor to be in sync
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_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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MantleSystem.Init();
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StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
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DashSystem.Init(HeadSystem, camera);
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WeaponSystem.Init(HeadSystem, camera);
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WallHugSystem.Init();
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EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
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if (!TutorialDone)
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PlaceWeaponForTutorial();
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///////////////////////////
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// Signal setup ///////////
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///////////////////////////
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_aiming.StatePhysicsProcessing += HandleAiming;
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_aiming.StateEntered += OnAimingEntered;
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_aiming.StateExited += ResetTimeScale;
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_aiming.StateExited += OnAimingExited;
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_grounded.StateEntered += OnGrounded;
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_grounded.StatePhysicsProcessing += HandleGrounded;
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_airborne.StatePhysicsProcessing += HandleAirborne;
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_onWall.StatePhysicsProcessing += HandleOnWall;
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_coyoteEnabled.StateEntered += StartCoyoteTime;
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_timeScaleAimInAirTimer.Timeout += ResetTimeScale;
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_powerFull.StateEntered += StopPowerCooldown;
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_powerFull.StateExited += StartPowerCooldown;
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_powerRecharging.StateEntered += StartPowerCooldown;
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_powerCooldownTimer.Timeout += PowerCooldownExpired;
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_powerRecharging.StateProcessing += PowerRecharging;
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_powerExpired.StateProcessing += PowerRecharging;
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_simpleJump.StateEntered += OnSimpleJumpStarted;
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_simpleJump.StatePhysicsProcessing += HandleSimpleJump;
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_doubleJump.StateEntered += OnDoubleJumpStarted;
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_doubleJump.StatePhysicsProcessing += HandleDoubleJump;
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_mantling.StateEntered += OnMantleStarted;
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_mantling.StatePhysicsProcessing += HandleMantling;
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_simpleDash.StateEntered += OnSimpleDashStarted;
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_simpleDash.StatePhysicsProcessing += HandleSimpleDash;
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_aimedDash.StateEntered += OnAimedDashStarted;
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_aimedDash.StateExited += OnAimedDashFinished;
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_sliding.StateEntered += SlideStarted;
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_sliding.StateExited += SlideEnded;
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_groundSliding.StatePhysicsProcessing += HandleGroundSlide;
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_airGliding.StatePhysicsProcessing += HandleAirGlide;
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_slamming.StateEntered += SlamStarted;
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_slamming.StateExited += SlamEnded;
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_slamming.StatePhysicsProcessing += HandleSlam;
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_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
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_airborneDashCooldownTimer.Timeout += AirborneDashCooldownTimeout;
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_onWall.StateEntered += OnWallStarted;
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_onWall.StateExited += OnWallStopped;
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_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
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_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
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_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
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_onJumpFromWall.Taken += OnJumpFromWall;
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|
_onJumpFromWallFalling.Taken += OnJumpFromWall;
|
|
_onLeaveWallFromRun.Taken += OnLeaveWallFromRun;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Settings & tutorial //
|
|
///////////////////////////
|
|
public void SetAllowedInputsAll()
|
|
{
|
|
CurrentlyAllowedInputs = AllowedInputs.All;
|
|
}
|
|
public void SetAllowedInputsMoveCamera()
|
|
{
|
|
CurrentlyAllowedInputs = AllowedInputs.MoveCamera;
|
|
}
|
|
public void SetAllowedInputsNone()
|
|
{
|
|
CurrentlyAllowedInputs = AllowedInputs.None;
|
|
}
|
|
public void LoadSettings()
|
|
{
|
|
var config = new ConfigFile();
|
|
|
|
// Load data from a file.
|
|
Error err = config.Load("user://config.cfg");
|
|
|
|
// If the file didn't load, ignore it.
|
|
if (err != Error.Ok)
|
|
{
|
|
throw new Exception("Couldn't load config.cfg");
|
|
}
|
|
|
|
_lookSensitivityMultiplier = (float) config.GetValue("InputSettings", "LookSensitivity", 1.0f);
|
|
_mouseSensitivityMultiplier = (float) config.GetValue("InputSettings", "MouseSensitivity", 1.0f);
|
|
_headBobbingMultiplier = (float) config.GetValue("InputSettings", "HeadBobbingWhileWalking", 1.0f);
|
|
_fovChangeMultiplier = (float) config.GetValue("InputSettings", "FovChangeWithSpeed", 1.0f);
|
|
}
|
|
public void OnTutorialDone(Node3D _)
|
|
{
|
|
TutorialDone = true;
|
|
}
|
|
public void PlaceWeaponForTutorial()
|
|
{
|
|
if (TutorialDone)
|
|
return;
|
|
|
|
RemoveChild(WeaponRoot);
|
|
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponRoot);
|
|
WeaponRoot.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
|
|
WeaponSystem.CallDeferred(WeaponSystem.MethodName.PlaceWeaponForTutorial, TutorialWeaponTarget.GlobalPosition);
|
|
}
|
|
|
|
///////////////////////////
|
|
// Grounded management //
|
|
///////////////////////////
|
|
public void OnGrounded()
|
|
{
|
|
_isWallJumpAvailable = true;
|
|
_canDashAirborne = true;
|
|
|
|
if (_simpleDashCooldownTimer.IsStopped())
|
|
_simpleDashCooldownTimer.Start();
|
|
|
|
if (_bufferedAction == BufferedActions.Jump && _currentInputBufferFrames > 0)
|
|
{
|
|
_currentInputBufferFrames = 0;
|
|
PerformJump();
|
|
}
|
|
if (_bufferedAction == BufferedActions.Dash && _currentInputBufferFrames > 0)
|
|
{
|
|
_currentInputBufferFrames = 0;
|
|
SimpleDash();
|
|
}
|
|
|
|
if (_bufferedAction == BufferedActions.MantleJump)
|
|
{
|
|
SimpleDash();
|
|
OnJumpStarted(MantleJumpStartVelocity);
|
|
}
|
|
if (_bufferedAction == BufferedActions.MantleDash)
|
|
{
|
|
SimpleDash(MantleDashStrength);
|
|
}
|
|
|
|
_bufferedAction = BufferedActions.None;
|
|
}
|
|
|
|
public bool IsGroundLike()
|
|
{
|
|
return GroundDetector.GetCollisionResult().Count > 0;
|
|
}
|
|
|
|
public void HandleGrounded(float delta)
|
|
{
|
|
MoveOnGround(delta);
|
|
// if (IsTryingToMantle()) _playerState.SendEvent("mantle");
|
|
if (!isOnFloorCustom())
|
|
_playerState.SendEvent("start_falling");
|
|
}
|
|
public void MoveOnGround(double delta)
|
|
{
|
|
var horizontalVelocity = ComputeHVelocityGround((float) delta);
|
|
Velocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
|
|
}
|
|
|
|
private void MoveSlideAndHandleStairs(float delta)
|
|
{
|
|
StairsSystem.UpStairsCheckParams upStairsCheckParams = new StairsSystem.UpStairsCheckParams
|
|
{
|
|
IsOnFloorCustom = isOnFloorCustom(),
|
|
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
|
CurrentSpeedGreaterThanWalkSpeed = false,
|
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
|
Delta = delta,
|
|
FloorMaxAngle = FloorMaxAngle,
|
|
GlobalPositionFromDriver = GlobalPosition,
|
|
Velocity = Velocity,
|
|
GlobalTransformFromDriver = GlobalTransform,
|
|
Rid = GetRid()
|
|
};
|
|
StairsSystem.UpStairsCheckResult upStairsCheckResult = StairsSystem.SnapUpStairsCheck(upStairsCheckParams);
|
|
|
|
if (upStairsCheckResult.UpdateRequired)
|
|
{
|
|
upStairsCheckResult.Update(this);
|
|
}
|
|
else
|
|
{
|
|
MoveAndSlide();
|
|
|
|
StairsSystem.DownStairsCheckParams downStairsCheckParams = new StairsSystem.DownStairsCheckParams
|
|
{
|
|
IsOnFloor = IsOnFloor(),
|
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
|
LastFrameWasOnFloor = _lastFrameWasOnFloor,
|
|
CapsuleDefaultHeight = CapsuleCollider.GetDefaultHeight(),
|
|
CurrentCapsuleHeight = CapsuleCollider.GetCurrentHeight(),
|
|
FloorMaxAngle = FloorMaxAngle,
|
|
VelocityY = Velocity.Y,
|
|
GlobalTransformFromDriver = GlobalTransform,
|
|
Rid = GetRid()
|
|
};
|
|
|
|
StairsSystem.DownStairsCheckResult downStairsCheckResult = StairsSystem.SnapDownStairsCheck(
|
|
downStairsCheckParams);
|
|
|
|
if (downStairsCheckResult.UpdateIsRequired)
|
|
{
|
|
downStairsCheckResult.Update(this);
|
|
}
|
|
}
|
|
|
|
StairsSystem.SlideCameraParams slideCameraParams = new StairsSystem.SlideCameraParams
|
|
{
|
|
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
|
|
CurrentSpeedGreaterThanWalkSpeed = false,
|
|
BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
|
|
Delta = delta
|
|
};
|
|
StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
|
|
}
|
|
private bool IsHeadTouchingCeiling()
|
|
{
|
|
for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; i++)
|
|
{
|
|
if (_headCollisionDetectors[i].IsColliding())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
private bool isOnFloorCustom()
|
|
{
|
|
return IsOnFloor() || StairsSystem.WasSnappedToStairsLastFrame();
|
|
}
|
|
|
|
///////////////////////////
|
|
// Airborne management //
|
|
///////////////////////////
|
|
public void HandleAirborne(float delta)
|
|
{
|
|
MoveInAir(delta, IsGroundLike());
|
|
if (isOnFloorCustom())
|
|
_playerState.SendEvent("grounded");
|
|
|
|
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
|
|
|
|
if (!WallHugSystem.IsWallHugging())
|
|
{
|
|
_isWallJumpAvailable = true; // reset wall jump if we left the wall
|
|
return;
|
|
}
|
|
|
|
// Going upwards, we stay simply airborne
|
|
if (Velocity.AngleTo(Vector3.Up) < Math.PI / 4)
|
|
return;
|
|
|
|
// Should we start a wall run
|
|
var wallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Zero);
|
|
var isIndeedWall = wallNormal.Y < 0.1;
|
|
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
|
|
var hvelProjected = hvel.Slide(_wallHugStartNormal);
|
|
var haveEnoughSpeed = hvelProjected.Length() > WallRunSpeedThreshold;
|
|
var isCoplanarEnough = Velocity.AngleTo(wallNormal) > Math.PI/4 && Velocity.AngleTo(wallNormal) < 3*Math.PI/4;
|
|
var isGoingDownwards = Velocity.AngleTo(Vector3.Down) < Math.PI/4;
|
|
if (haveEnoughSpeed && isCoplanarEnough && !isGoingDownwards && isIndeedWall && !_coyoteEnabled.Active)
|
|
{
|
|
SetVerticalVelocity(WallRunUpwardVelocity);
|
|
_playerState.SendEvent("wall_run");
|
|
return;
|
|
}
|
|
|
|
// If all else fail and we go down, we hug
|
|
if (Velocity.Y < 0 && IsInputTowardsWall(wallNormal))
|
|
{
|
|
_playerState.SendEvent("wall_hug");
|
|
}
|
|
}
|
|
|
|
public float ComputeVerticalSpeedGravity(float delta)
|
|
{
|
|
return Velocity.Y - CalculateGravityForce() * delta;
|
|
}
|
|
public void MoveInAir(double delta, bool isGroundLike = false)
|
|
{
|
|
var horizontalVelocity = isGroundLike ? ComputeHVelocityGround((float) delta) : ComputeHVelocityAir((float) delta);
|
|
var verticalVelocity = ComputeVerticalSpeedGravity((float) delta);
|
|
Velocity = new Vector3(horizontalVelocity.X, verticalVelocity, horizontalVelocity.Z);
|
|
}
|
|
|
|
///////////////////////////
|
|
// Movement input //
|
|
///////////////////////////
|
|
public bool IsPlayerInputtingForward()
|
|
{
|
|
return GetMoveInput().Z < -0.5f;
|
|
}
|
|
public void InputDeviceChanged(bool isUsingGamepad)
|
|
{
|
|
_isUsingGamepad = isUsingGamepad;
|
|
}
|
|
|
|
public Vector3 GetMoveInput()
|
|
{
|
|
if (_isUsingGamepad)
|
|
return _inputMove;
|
|
return _inputMoveKeyboard;
|
|
}
|
|
public Vector3 GetGlobalMoveInput()
|
|
{
|
|
return Transform.Basis * HeadSystem.Transform.Basis * GetMoveInput();
|
|
}
|
|
public Vector3 GetInputGlobalHDirection()
|
|
{
|
|
var direction = Transform.Basis * HeadSystem.Transform.Basis * GetMoveInput();
|
|
return new Vector3(direction.X, 0, direction.Z).Normalized();
|
|
}
|
|
public Vector3 GetInputLocalHDirection()
|
|
{
|
|
var direction = GetMoveInput();
|
|
return new Vector3(direction.X, 0, direction.Z).Normalized();
|
|
}
|
|
|
|
public void OnInputMoveKeyboard(Vector3 value)
|
|
{
|
|
_inputMoveKeyboard = value;
|
|
}
|
|
public void OnInputMove(Vector3 value)
|
|
{
|
|
_inputMove = value;
|
|
}
|
|
public void OnInputRotateY(float value)
|
|
{
|
|
_inputRotateY = value;
|
|
}
|
|
public void OnInputRotateFloorplane(float value)
|
|
{
|
|
_inputRotateFloorplane = value;
|
|
}
|
|
|
|
public bool IsTryingToMantle()
|
|
{
|
|
return MantleSystem.IsMantlePossible && IsPlayerInputtingForward() && _isJumpInputPressed;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Utilities //
|
|
///////////////////////////
|
|
|
|
public float CalculateGravityForce() => _gravity * Weight;
|
|
|
|
// Camera stuff
|
|
private void LookAround(double delta)
|
|
{
|
|
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
|
|
var lookSensitivity = _isUsingGamepad ? _lookSensitivityMultiplier : _mouseSensitivityMultiplier;
|
|
|
|
var wallHugContactPoint = _onWallRunning.Active ? _currentWallContactPoint : Vector3.Zero;
|
|
var playerVelocity = GetGlobalMoveInput();
|
|
HeadSystem.LookAround(delta, inputLookDir, playerVelocity, wallHugContactPoint, lookSensitivity);
|
|
}
|
|
public void RotateWeaponWithPlayer()
|
|
{
|
|
WeaponRoot.SetRotation(HeadSystem.Rotation);
|
|
}
|
|
public Vector3 GetGlobalForwardFacingVector()
|
|
{
|
|
return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
|
|
}
|
|
private void CameraModifications(float delta)
|
|
{
|
|
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
|
|
{
|
|
Delta = delta,
|
|
IsOnFloorCustom = isOnFloorCustom() || _onWallRunning.Active,
|
|
Velocity = Velocity,
|
|
SettingsMultiplier = _headBobbingMultiplier
|
|
};
|
|
Bobbing.PerformCameraBobbing(cameraBobbingParams);
|
|
|
|
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
|
|
{
|
|
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
|
|
Delta = delta,
|
|
SprintSpeed = WalkSpeed,
|
|
Velocity = Velocity,
|
|
FOVMultiplier = _fovChangeMultiplier
|
|
};
|
|
FieldOfView.PerformFovAdjustment(fovParams);
|
|
}
|
|
|
|
// Horizontal velocity computing
|
|
public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
|
|
{
|
|
var dir = direction ?? GetGlobalMoveInput();
|
|
|
|
var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
|
|
|
|
float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * _targetSpeed, delta * acceleration);
|
|
float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * _targetSpeed, delta * acceleration);
|
|
return new Vector3(xAcceleration, 0, zAcceleration);
|
|
}
|
|
public Vector3 ComputeHVelocityGround(float delta)
|
|
{
|
|
return ComputeHVelocity(delta, AccelerationFloor, DecelerationFloor);
|
|
}
|
|
public Vector3 ComputeHVelocityAir(float delta)
|
|
{
|
|
return ComputeHVelocity(delta, AccelerationAir, DecelerationAir);
|
|
}
|
|
|
|
// Velocity setters
|
|
public void SetVerticalVelocity(float verticalVelocity)
|
|
{
|
|
Velocity = new Vector3(
|
|
x: Velocity.X,
|
|
y: verticalVelocity,
|
|
z: Velocity.Z);
|
|
}
|
|
public void SetHorizontalVelocity(Vector2 velocity)
|
|
{
|
|
Velocity = new Vector3(
|
|
x: velocity.X,
|
|
y: Velocity.Y,
|
|
z: velocity.Y);
|
|
}
|
|
|
|
// Tweens
|
|
Tween CreatePositionTween(Vector3 targetLocation, float tweenTime)
|
|
{
|
|
var tween = GetTree().CreateTween();
|
|
tween.SetParallel();
|
|
tween.SetTrans(Tween.TransitionType.Cubic);
|
|
tween.SetEase(Tween.EaseType.InOut);
|
|
tween.TweenProperty(this, "global_position", targetLocation, tweenTime);
|
|
|
|
return tween;
|
|
}
|
|
|
|
// Child management
|
|
public void RemoveChildNode(Node3D node)
|
|
{
|
|
RemoveChild(node);
|
|
GetTree().GetRoot().AddChild(node);
|
|
node.SetGlobalPosition(GlobalPosition);
|
|
}
|
|
public void RecoverChildNode(Node3D node)
|
|
{
|
|
GetTree().GetRoot().RemoveChild(node);
|
|
AddChild(node);
|
|
node.SetGlobalPosition(GlobalPosition);
|
|
}
|
|
|
|
///////////////////////////
|
|
// Dash management //
|
|
///////////////////////////
|
|
public void DashCooldownTimeout()
|
|
{
|
|
_canDash = true;
|
|
}
|
|
public void AirborneDashCooldownTimeout()
|
|
{
|
|
_canDashAirborne = true;
|
|
}
|
|
|
|
public void OnInputDashPressed()
|
|
{
|
|
if (_aiming.Active && CanPerformEmpoweredAction())
|
|
{
|
|
PerformEmpoweredAction();
|
|
_playerState.SendEvent("aimed_dash");
|
|
_playerState.SendEvent("cancel_aim");
|
|
return;
|
|
}
|
|
|
|
if (_airborne.Active)
|
|
{
|
|
if (!_canDashAirborne)
|
|
return;
|
|
_canDashAirborne = false;
|
|
}
|
|
|
|
_currentInputBufferFrames = InputBufferFrames;
|
|
_bufferedAction = _mantling.Active ? BufferedActions.MantleDash : BufferedActions.Dash;
|
|
_playerState.SendEvent("dash");
|
|
}
|
|
public void SimpleDashInDirection(Vector3 direction, float strength = -1)
|
|
{
|
|
if (strength < 0) strength = SimpleDashStrength;
|
|
SetVelocity(direction * strength);
|
|
}
|
|
public void SimpleDash(float strength = -1)
|
|
{
|
|
SimpleDashInDirection(GetInputGlobalHDirection(), strength);
|
|
}
|
|
|
|
public void OnSimpleDashStarted()
|
|
{
|
|
if (!_canDash)
|
|
return;
|
|
_canDash = false;
|
|
SimpleDash();
|
|
}
|
|
public void HandleSimpleDash(float delta)
|
|
{
|
|
_playerState.SendEvent("dash_finished");
|
|
}
|
|
|
|
///////////////////////////
|
|
// On wall management //
|
|
///////////////////////////
|
|
|
|
public bool IsInputTowardsWall(Vector3 wallNormal)
|
|
{
|
|
return wallNormal.Dot(GetInputGlobalHDirection()) < -0.5;
|
|
}
|
|
public void HandleOnWall(float delta)
|
|
{
|
|
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
|
|
}
|
|
public void OnWallDetected()
|
|
{
|
|
if (!_onWall.Active)
|
|
return;
|
|
|
|
var newWallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
|
|
if (newWallNormal.AngleTo(_wallHugStartNormal) > Mathf.Pi/4) return;
|
|
_wallHugStartNormal = newWallNormal;
|
|
}
|
|
public void OnWallStarted()
|
|
{
|
|
if (!WallHugSystem.IsWallHugging())
|
|
return;
|
|
|
|
_wallHugStartNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
|
|
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
|
|
_wallHugStartLocation = _currentWallContactPoint + _wallHugStartNormal * _playerRadius;
|
|
_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
|
|
}
|
|
public void OnWallStopped()
|
|
{
|
|
}
|
|
public void OnLeaveWallFromRun()
|
|
{
|
|
SimpleDashInDirection(Velocity.Normalized());
|
|
}
|
|
public void HandleWallHugging(float delta)
|
|
{
|
|
_canDash = true;
|
|
_canDashAirborne = true;
|
|
|
|
WallHug(delta);
|
|
if (isOnFloorCustom())
|
|
_playerState.SendEvent("grounded");
|
|
if (!WallHugSystem.IsWallHugging() || !IsInputTowardsWall(_wallHugStartNormal))
|
|
_playerState.SendEvent("start_falling");
|
|
}
|
|
public void HandleWallHanging(float delta)
|
|
{
|
|
WallHang(delta);
|
|
}
|
|
public void HandleWallRunning(float delta)
|
|
{
|
|
_canDash = false;
|
|
_canDashAirborne = false;
|
|
|
|
// Find horizontal velocity projected on the current wall
|
|
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
|
|
var hvelProjected = hvel.Slide(_wallHugStartNormal);
|
|
|
|
// Reorient horizontal velocity so we keep it coplanar with the wall without losing speed
|
|
var finalHVel = hvelProjected.Normalized() * hvel.Length();
|
|
|
|
// Adapt vertical speed
|
|
var verticalSpeed = Velocity.Y - WallRunAltitudeLossSpeed * delta;
|
|
Velocity = finalHVel + Vector3.Up*verticalSpeed;
|
|
Velocity *= 0.999f;
|
|
|
|
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
|
|
|
|
if (isOnFloorCustom())
|
|
_playerState.SendEvent("grounded");
|
|
if (!WallHugSystem.IsWallHugging())
|
|
_playerState.SendEvent("start_falling");
|
|
}
|
|
public void WallHug(float delta)
|
|
{
|
|
var hvel = ComputeHVelocity(delta, WallHugHorizontalDeceleration, WallHugHorizontalDeceleration);
|
|
var hvelProjected = hvel.Slide(_wallHugStartNormal);
|
|
var vvel = Velocity.Y - (CalculateGravityForce() * delta / WallHugGravityLesseningFactor);
|
|
vvel = Math.Abs(vvel) > WallHugDownwardMaxSpeed ? -WallHugDownwardMaxSpeed : vvel;
|
|
Velocity = hvelProjected + vvel*Vector3.Up;
|
|
}
|
|
public void WallHang(float delta)
|
|
{
|
|
Velocity = Vector3.Zero;
|
|
GlobalPosition = _wallHugStartLocation;
|
|
}
|
|
public bool IsFacingWall()
|
|
{
|
|
return _wallHugStartNormal.Dot(GetGlobalForwardFacingVector()) < -0.5f;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Jump management //
|
|
///////////////////////////
|
|
public void StartCoyoteTime()
|
|
{
|
|
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
|
|
}
|
|
public void CoyoteExpired()
|
|
{
|
|
_playerState.SendEvent("coyote_expired");
|
|
}
|
|
|
|
public void OnInputJumpStarted()
|
|
{
|
|
_currentInputBufferFrames = InputBufferFrames;
|
|
_bufferedAction = _mantling.Active ? BufferedActions.MantleJump : BufferedActions.Jump;
|
|
_isJumpInputPressed = true;
|
|
|
|
PerformJump();
|
|
}
|
|
public void OnInputJumpOngoing()
|
|
{
|
|
}
|
|
public void OnInputJumpEnded()
|
|
{
|
|
_isJumpInputPressed = false;
|
|
_playerState.SendEvent("jump_ended");
|
|
}
|
|
|
|
public void PerformJump()
|
|
{
|
|
if (MantleSystem.IsMantlePossible)
|
|
{
|
|
_playerState.SendEvent("mantle");
|
|
return;
|
|
}
|
|
|
|
_playerState.SendEvent("jump");
|
|
}
|
|
|
|
public void OnJumpStarted(float verticalVelocity)
|
|
{
|
|
_framesSinceJumpAtApex = 0;
|
|
SetVerticalVelocity(verticalVelocity);
|
|
}
|
|
public void OnSimpleJumpStarted()
|
|
{
|
|
OnJumpStarted(SimpleJumpStartVelocity);
|
|
}
|
|
public void OnDoubleJumpStarted()
|
|
{
|
|
_canDash = true;
|
|
// _canDashAirborne = true;
|
|
OnJumpStarted(DoubleJumpStartVelocity);
|
|
}
|
|
|
|
public void HandleJump(float delta, float gravityFactor, int hangFrames)
|
|
{
|
|
if (IsTryingToMantle()) _playerState.SendEvent("mantle");
|
|
|
|
// Update horizontal velocity
|
|
var horizontalVelocity = ComputeHVelocityAir(delta);
|
|
Velocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
|
|
|
|
// Hang time at the top of the jump
|
|
if (Velocity.Y <= Mathf.Epsilon)
|
|
{
|
|
_framesSinceJumpAtApex++;
|
|
SetVerticalVelocity(0);
|
|
}
|
|
|
|
// Cancel gravity on jump apex
|
|
var gravity = CalculateGravityForce() / gravityFactor;
|
|
var isAtApex = _framesSinceJumpAtApex > 0;
|
|
if (isAtApex)
|
|
{
|
|
gravity = 0;
|
|
}
|
|
// Update velocity accordingly
|
|
var newVerticalSpeed = Velocity.Y - gravity * delta;
|
|
SetVerticalVelocity(newVerticalSpeed);
|
|
if (IsHeadTouchingCeiling())
|
|
{
|
|
SetVerticalVelocity(Velocity.Y - 2.0f);
|
|
}
|
|
|
|
// Move back to Airborne state when starting to go down again or if input isn't held anymore (buffered jump)
|
|
if (_framesSinceJumpAtApex > hangFrames || !_isJumpInputPressed)
|
|
_playerState.SendEvent("jump_ended");
|
|
}
|
|
public void HandleSimpleJump(float delta)
|
|
{
|
|
HandleJump(delta, SimpleJumpGravityLesseningFactor, SimpleJumpHangTimeInFrames);
|
|
}
|
|
public void HandleDoubleJump(float delta)
|
|
{
|
|
HandleJump(delta, DoubleJumpGravityLesseningFactor, DoubleJumpHangTimeInFrames);
|
|
}
|
|
|
|
// Jump and wall stuff
|
|
public void ComputeJumpFromWallHSpeed(float jumpStrength)
|
|
{
|
|
var wallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
|
|
var jumpVector = wallNormal * jumpStrength;
|
|
|
|
var currentHorizontalVelocity = new Vector2(Velocity.X, Velocity.Z);
|
|
var wallJumpHorizontalVelocity = new Vector2(jumpVector.X, jumpVector.Z);
|
|
|
|
SetHorizontalVelocity(currentHorizontalVelocity + wallJumpHorizontalVelocity);
|
|
}
|
|
public void OnJumpFromWall()
|
|
{
|
|
if (!IsFacingWall() || (!_isWallJumpAvailable && IsFacingWall()))
|
|
{
|
|
ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
|
|
}
|
|
// Remove the ability to dash straight away so you cannot scale up the wall
|
|
_canDashAirborne = false;
|
|
_airborneDashCooldownTimer.Start();
|
|
_isWallJumpAvailable = false;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Mantle management //
|
|
///////////////////////////
|
|
public void OnMantleStarted()
|
|
{
|
|
HeadSystem.OnMantle();
|
|
|
|
_mantlePath = MantlePath.Instantiate() as Path;
|
|
if (_mantlePath == null)
|
|
{
|
|
GD.PrintErr("Failed to instantiate MantlePath");
|
|
return;
|
|
}
|
|
|
|
_velocityOnMantleStarted = Velocity;
|
|
|
|
var transform = _customMantle ? _customMantleStartTransform : MantleSystem.GlobalTransform;
|
|
var curve = _customMantle ? _customMantleCurve : MantleSystem.MantleCurve;
|
|
GetTree().GetRoot().AddChild(_mantlePath);
|
|
_mantlePath.Setup(transform, curve);
|
|
_mantleStartPosition = GlobalPosition;
|
|
|
|
var curveLength = curve.GetBakedLength();
|
|
var tween = GetTree().CreateTween();
|
|
tween.SetTrans(Tween.TransitionType.Linear);
|
|
tween.SetEase(Tween.EaseType.In);
|
|
tween.TweenProperty(_mantlePath.PathFollow, "progress_ratio", 1, MantleTime*curveLength);
|
|
tween.Finished += MantleFinished;
|
|
}
|
|
public void HandleMantling(float delta)
|
|
{
|
|
GlobalPosition = _mantlePath.Target.GlobalPosition;
|
|
}
|
|
public void MantleFinished()
|
|
{
|
|
_mantlePath.Teardown();
|
|
|
|
// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
|
|
|
|
var isThereMovementInput = GetMoveInput().Length() > 0;
|
|
if (isThereMovementInput)
|
|
{
|
|
// If there's a movement input on Mantle, we dash in the direction the mantle ended with
|
|
var positionDifference = GlobalPosition - _mantleStartPosition;
|
|
var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
|
|
// SimpleDashInDirection(directionHorizontal.Normalized());
|
|
SetVelocity(directionHorizontal.Normalized() * WalkSpeed);
|
|
}
|
|
|
|
_customMantle = false;
|
|
_playerState.SendEvent("grounded");
|
|
}
|
|
|
|
///////////////////////////
|
|
// Slide management //
|
|
///////////////////////////
|
|
public void OnInputSlideStarted()
|
|
{
|
|
_playerState.SendEvent("slide");
|
|
}
|
|
public void OnInputSlideEnded()
|
|
{
|
|
_playerState.SendEvent("slide_released");
|
|
}
|
|
|
|
public void SlideStarted()
|
|
{
|
|
_targetSpeed = Velocity.Length();
|
|
}
|
|
public void SlideOnGround(float delta)
|
|
{
|
|
var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
|
|
Velocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
|
|
}
|
|
public void HandleGroundSlide(float delta)
|
|
{
|
|
SlideOnGround(delta);
|
|
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
|
|
|
if (!isOnFloorCustom())
|
|
_playerState.SendEvent("start_falling");
|
|
}
|
|
public void GlideInAir(float delta)
|
|
{
|
|
var horizontalVelocity = ComputeHVelocity(delta, AccelerationAirGlide, DecelerationAirGlide);
|
|
|
|
float verticalSpeed;
|
|
if (Velocity.Y < -AirGlideVSpeed) verticalSpeed = -AirGlideVSpeed;
|
|
else if (Velocity.Y > 0) verticalSpeed = ComputeVerticalSpeedGravity(delta);
|
|
else verticalSpeed = Mathf.Lerp(Velocity.Y, -AirGlideVSpeed, delta);
|
|
|
|
Velocity = new Vector3(horizontalVelocity.X, verticalSpeed, horizontalVelocity.Z);
|
|
}
|
|
public void HandleAirGlide(float delta)
|
|
{
|
|
GlideInAir(delta);
|
|
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
|
|
|
|
if (isOnFloorCustom())
|
|
_playerState.SendEvent("grounded");
|
|
}
|
|
public void SlideEnded()
|
|
{
|
|
_targetSpeed = WalkSpeed;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Slam Management ///////
|
|
///////////////////////////
|
|
public void OnInputSlamPressed()
|
|
{
|
|
_playerState.SendEvent("slam");
|
|
}
|
|
|
|
public void SlamStarted()
|
|
{
|
|
SetHorizontalVelocity(Vector2.Zero);
|
|
SetVerticalVelocity(-SlamSpeed);
|
|
}
|
|
public void HandleSlam(float delta)
|
|
{
|
|
if (isOnFloorCustom()) _playerState.SendEvent("grounded");
|
|
}
|
|
public void SlamEnded()
|
|
{
|
|
}
|
|
|
|
///////////////////////////
|
|
// Empowerement management //
|
|
///////////////////////////
|
|
public void PowerRecharging(float delta)
|
|
{
|
|
var progress = (float) (_powerCooldownTimer.TimeLeft / _powerCooldownTimer.WaitTime);
|
|
PowerCooldownIndicator.SetCustomMinimumSize(new Vector2(100 * progress, 10));
|
|
}
|
|
public void StartPowerCooldown()
|
|
{
|
|
_powerCooldownTimer.Start();
|
|
PowerCooldownIndicator.Visible = true;
|
|
}
|
|
public void StopPowerCooldown()
|
|
{
|
|
_powerCooldownTimer.Stop();
|
|
PowerCooldownIndicator.Visible = false;
|
|
}
|
|
public void PowerCooldownExpired()
|
|
{
|
|
EmpoweredActionsLeft += 1;
|
|
var eventToSend = EmpoweredActionsLeft == MaxNumberOfEmpoweredActions ? "fully_charged" : "recharge";
|
|
_playerState.SendEvent(eventToSend);
|
|
}
|
|
|
|
public bool CanPerformEmpoweredAction()
|
|
{
|
|
return EmpoweredActionsLeft > 0 && TutorialDone;
|
|
}
|
|
public void PerformEmpoweredAction()
|
|
{
|
|
_isWallJumpAvailable = true;
|
|
EmpoweredActionsLeft--;
|
|
_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
|
|
}
|
|
|
|
///////////////////////////
|
|
// Aim Management ///////
|
|
///////////////////////////
|
|
public void OnInputAimPressed()
|
|
{
|
|
_playerState.SendEvent("aim_pressed");
|
|
}
|
|
public void OnInputAimDown()
|
|
{
|
|
_playerState.SendEvent("aim_down");
|
|
}
|
|
public void OnInputAimReleased()
|
|
{
|
|
_playerState.SendEvent("aim_released");
|
|
}
|
|
public void OnInputAimCanceled()
|
|
{
|
|
_playerState.SendEvent("cancel");
|
|
DashSystem.StopPreparingDash();
|
|
}
|
|
|
|
public void ReduceTimeScaleWhileAiming()
|
|
{
|
|
Engine.SetTimeScale(TimeScaleAimInAir);
|
|
_timeScaleAimInAirTimer.Start();
|
|
}
|
|
public void ResetTimeScale()
|
|
{
|
|
Engine.SetTimeScale(1);
|
|
}
|
|
|
|
public void OnAimingEntered()
|
|
{
|
|
if (!CanPerformEmpoweredAction())
|
|
return;
|
|
|
|
DashSystem.StartPreparingDash();
|
|
DashIndicatorMesh.Visible = true;
|
|
if (!isOnFloorCustom())
|
|
ReduceTimeScaleWhileAiming();
|
|
}
|
|
public void HandleAiming(float delta)
|
|
{
|
|
RotateWeaponWithPlayer();
|
|
|
|
DashIndicatorMeshCylinder.Height = DashSystem.PlannedLocation.DistanceTo(GlobalPosition);
|
|
DashIndicatorNode.LookAt(DashSystem.PlannedLocation);
|
|
|
|
if (CanPerformEmpoweredAction())
|
|
DashSystem.PrepareDash();
|
|
}
|
|
public void OnAimingExited()
|
|
{
|
|
DashSystem.StopPreparingDash();
|
|
|
|
DashIndicatorMesh.Visible = false;
|
|
}
|
|
|
|
///////////////////////////
|
|
// Hit Management ///////
|
|
///////////////////////////
|
|
public void OnInputHitPressed()
|
|
{
|
|
if (_aiming.Active)
|
|
{
|
|
ThrowWeapon();
|
|
}
|
|
}
|
|
|
|
///////////////////////////
|
|
// Parry Management ///////
|
|
///////////////////////////
|
|
public void OnInputParryPressed()
|
|
{
|
|
if (WeaponSystem.FlyingState.Active)
|
|
{
|
|
DashToFlyingWeapon();
|
|
return;
|
|
}
|
|
|
|
if (WeaponSystem.PlantedState.Active)
|
|
{
|
|
DashToPlantedWeapon();
|
|
}
|
|
}
|
|
|
|
///////////////////////////
|
|
// Powered dash ///////
|
|
///////////////////////////
|
|
public void OnAimedDashStarted()
|
|
{
|
|
// Adjusting for player height, where the middle of the capsule should get to the dash location instead of the
|
|
// feet of the capsule
|
|
var correction = DashSystem.CollisionNormal == Vector3.Down ? _playerHeight : DashSystem.DashCastRadius;
|
|
var correctedLocation = DashSystem.PlannedLocation + Vector3.Down * correction;
|
|
|
|
_preDashVelocity = Velocity;
|
|
_dashDirection = (correctedLocation - GlobalPosition).Normalized();
|
|
|
|
var dashTween = CreatePositionTween(correctedLocation, AimedDashTime);
|
|
// dashTween.TweenMethod(Callable.From<float>(AimedDashTweenOngoing), 0.0f, 1.0f, AimedDashTime);
|
|
dashTween.Finished += AimedDashTweenEnded;
|
|
|
|
_customMantle = DashSystem.ShouldMantle;
|
|
_customMantleCurve = DashSystem.MantleSystem.MantleCurve;
|
|
_customMantleStartTransform = DashSystem.MantleSystem.GlobalTransform;
|
|
}
|
|
public void AimedDashTweenEnded()
|
|
{
|
|
_playerState.SendEvent("dash_finished");
|
|
}
|
|
public void OnAimedDashFinished()
|
|
{
|
|
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
|
|
Velocity = _dashDirection * postDashVelocity;
|
|
if (_customMantle) _playerState.SendEvent("mantle");
|
|
}
|
|
|
|
// Weapon dashing
|
|
public void ThrowWeapon()
|
|
{
|
|
_playerState.SendEvent("cancel_aim");
|
|
RemoveChildNode(WeaponRoot);
|
|
|
|
var weaponTargetLocation = DashSystem.HasHit ? DashSystem.CollisionPoint : DashSystem.PlannedLocation;
|
|
WeaponSystem.ThrowWeapon(
|
|
weaponTargetLocation,
|
|
DashSystem.HasHit,
|
|
DashSystem.CollisionPoint,
|
|
DashSystem.CollisionNormal);
|
|
}
|
|
public void RecoverWeapon()
|
|
{
|
|
RecoverChildNode(WeaponRoot);
|
|
WeaponSystem.ResetWeapon();
|
|
}
|
|
|
|
public void DashToFlyingWeapon()
|
|
{
|
|
_playerState.SendEvent("cancel_aim");
|
|
_playerState.SendEvent("weapon_dash");
|
|
PerformEmpoweredAction();
|
|
|
|
DashSystem.ShouldMantle = false;
|
|
_dashDirection = (WeaponSystem.GlobalPosition - GlobalPosition).Normalized();
|
|
|
|
var dashTween = CreatePositionTween(WeaponSystem.GlobalPosition, AimedDashTime);
|
|
dashTween.Finished += DashToFlyingWeaponTweenEnded;
|
|
}
|
|
public void DashToFlyingWeaponTweenEnded()
|
|
{
|
|
RecoverWeapon();
|
|
|
|
var vel = _dashDirection * PostDashSpeed;
|
|
SetVelocity(vel);
|
|
_playerState.SendEvent("dash_finished");
|
|
}
|
|
|
|
public void DashToPlantedWeapon()
|
|
{
|
|
_playerState.SendEvent("cancel_aim");
|
|
_playerState.SendEvent("weapon_dash");
|
|
PerformEmpoweredAction();
|
|
|
|
DashSystem.ShouldMantle = false;
|
|
var dashLocation = WeaponSystem.PlantLocation;
|
|
if (WeaponSystem.IsPlantedInWall())
|
|
dashLocation += WeaponSystem.PlantNormal * _playerRadius;
|
|
if (WeaponSystem.IsPlantedUnderPlatform())
|
|
dashLocation += Vector3.Down * _playerHeight;
|
|
|
|
_wallHugStartNormal = WeaponSystem.PlantNormal;
|
|
_currentWallContactPoint = WeaponSystem.PlantLocation;
|
|
_wallHugStartLocation = dashLocation;
|
|
_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
|
|
|
|
var dashTween = CreatePositionTween(dashLocation, AimedDashTime);
|
|
dashTween.Finished += DashToPlantedWeaponTweenEnded;
|
|
}
|
|
public void DashToPlantedWeaponTweenEnded()
|
|
{
|
|
// Store the weapon state before resetting it
|
|
var isPlantedOnWall = WeaponSystem.IsPlantedInWall();
|
|
var isPlantedUnderPlatform = WeaponSystem.IsPlantedUnderPlatform();
|
|
var shouldDashToHanging = isPlantedOnWall || isPlantedUnderPlatform;
|
|
|
|
RecoverWeapon();
|
|
|
|
var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
|
|
_playerState.SendEvent(resultingEvent);
|
|
}
|
|
|
|
///////////////////////////
|
|
// Processes //////////////
|
|
///////////////////////////
|
|
public override void _PhysicsProcess(double delta)
|
|
{
|
|
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
|
|
|
|
LookAround(delta);
|
|
CameraModifications((float) delta);
|
|
MoveSlideAndHandleStairs((float) delta);
|
|
MantleSystem.ProcessMantle(_grounded.Active);
|
|
if (WeaponSystem.InHandState.Active)
|
|
RotateWeaponWithPlayer();
|
|
|
|
if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
|
|
{
|
|
DashIndicatorMesh.Visible = false;
|
|
}
|
|
|
|
if (!WeaponSystem.InHandState.Active && TutorialDone)
|
|
{
|
|
DashIndicatorMesh.Visible = true;
|
|
|
|
DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
|
|
DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
|
|
}
|
|
}
|
|
|
|
|
|
}
|