348 lines
13 KiB
C#
348 lines
13 KiB
C#
using System;
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using Godot;
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using RustyOptions;
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namespace Movementtests.systems;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_face.png")]
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public partial class HeadSystem : Node3D
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{
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[Signal]
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public delegate void HitboxActivatedEventHandler();
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[Signal]
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public delegate void HitboxDeactivatedEventHandler();
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[Signal]
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public delegate void HitTargetEventHandler();
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[Signal]
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public delegate void GotHitEventHandler();
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[Signal]
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public delegate void DeathAnimationFinishedEventHandler();
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[Signal]
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public delegate void StepFootEventHandler();
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public record CameraParameters(
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double Delta,
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Vector2 LookDir,
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Vector3 PlayerInput,
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Vector3 PlayerVelocity,
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Vector3 WallContactPoint,
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float SensitivitMultiplier,
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bool WithCameraJitter,
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bool WithCameraBobbing,
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float BobbingMultiplier,
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float FovMultiplier);
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private Camera3D _camera;
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private Marker3D _cameraAnchor;
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private AnimationPlayer _animationPlayer;
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private AnimationTree _animationTree;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float LookSensitivity { get; set; } = 1f;
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[ExportGroup("Camera incline")]
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[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
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public double CameraInclineAcceleration { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WallRunCameraIncline { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float GroundedCameraIncline { get; set; } = 5f;
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[ExportGroup("Sliding")]
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[Export(PropertyHint.Range, "0,2,0.1,or_greater")]
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public float SlidingCameraHeightOffset { get; set; } = 1.0f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterFrequency { get; set; } = 0.01f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float SlidingJitterAmplitude { get; set; } = 0.1f;
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private FastNoiseLite _slidingNoise = new FastNoiseLite();
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[ExportGroup("Bobbing")]
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private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float BobbingFrequency { set; get; } = 2.4f;
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[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
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public float BobbingAmplitude { set; get; } = 0.08f;
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[ExportGroup("FOV")]
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[Export(PropertyHint.Range, "0,180,0.1,degrees")]
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public float BaseFov { get; set; } = 75.0f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float FovChangeFactor { get; set; } = 1.2f;
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[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
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public float FovChangeSpeed { get; set; } = 6.25f;
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[Export(PropertyHint.Range, "0,100,1,or_greater")]
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public float FovMaxedOutSpeed { get; set; } = 20f;
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[ExportGroup("First Person rig")]
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private Node3D _fpRig;
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private Node3D _fpDisplacedRig;
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private Vector3 _fpDisplacedRigInitialRotation;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float WeaponLookRotation { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,200,1,or_greater")]
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public float WeaponMoveRotation { get; set; } = 80f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WeaponAdjustmentSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponSway { get; set; } = 5f;
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[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
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public float DisplacedWeaponLookRotation { get; set; } = 1f;
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[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
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public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
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public void Init()
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{
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_isPlayingForcingAnim = false;
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Input.SetMouseMode(Input.MouseModeEnum.Captured);
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_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
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_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_animationTree = GetNode<AnimationTree>("AnimationTree");
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_fpRig = GetNode<Node3D>("FPRig");
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_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
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_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
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_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
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_slidingNoise.SetFrequency(SlidingJitterFrequency);
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}
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public void OnMantle()
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{
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_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnJumpStarted()
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{
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_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnJumpEnded()
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{
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_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnHit()
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{
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_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnStartDeathAnimation()
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{
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_isPlayingForcingAnim = true;
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_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
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}
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public void OnDeathAnimationFinished()
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{
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EmitSignalDeathAnimationFinished();
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}
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public void OnHitTarget()
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{
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EmitSignalHitTarget();
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}
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public void OnGetHit()
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{
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EmitSignalGotHit();
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}
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public void OnHitboxActivated()
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{
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EmitSignalHitboxActivated();
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}
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public void OnHitboxDeactivated()
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{
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EmitSignalHitboxDeactivated();
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}
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private bool _footstepEmitted;
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private bool _isPlayingForcingAnim;
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public void LookAround(CameraParameters inputs)
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{
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if (_isPlayingForcingAnim)
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{
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_camera.Position = Vector3.Zero;
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_camera.Rotation = Vector3.Zero;
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return;
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}
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var (delta,
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lookDir,
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playerInput,
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playerVelocity,
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wallContactPoint,
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sensitivitMultiplier,
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withCameraJitter,
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withCameraBobbing,
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bobbingMultiplier,
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fovMultiplier) = inputs;
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// Horizontal movement of head
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float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
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RotateY(angleForHorizontalRotation);
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// Vertical movement of head
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Vector3 currentCameraRotation = _cameraAnchor.Rotation;
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currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
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currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
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// Camera incline on Wall and more
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var isWallRunning = wallContactPoint.Length() > Mathf.Epsilon;
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float cameraIncline;
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if (isWallRunning)
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{
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var directionToWall = (wallContactPoint - GlobalPosition).Normalized();
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var cameraInclineFactor = ComputeCameraInclineFactor(directionToWall);
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cameraIncline = Mathf.DegToRad(WallRunCameraIncline * cameraInclineFactor);
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}
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else
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{
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var cameraInclineFactor = ComputeCameraInclineFactor(playerInput);
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cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
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}
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currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
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_cameraAnchor.Rotation = currentCameraRotation;
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if (withCameraJitter)
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{
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_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
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float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
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float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
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_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
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}
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else
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{
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_cameraAnchor.Position = Vector3.Zero;
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}
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Vector3 newPositionForCamera = Vector3.Zero;
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Vector3 newPositionForRig = Vector3.Zero;
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if (withCameraBobbing)
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{
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_bobbingAccumulator += (float) delta * playerVelocity.Length();
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// As the _bobbingAccumulator increases we're changing values for sin and cos functions.
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// Because both of them are just waves, we will be slide up with y and then slide down with y
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// creating bobbing effect. The same works for cos. As the _bobbingAccumulator increases the cos decreases and then increases
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newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
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newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
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if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep();
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if (newPositionForCamera.Y > 0) _footstepEmitted = false;
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// Offset bobbing for weapon rig
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newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
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}
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_cameraAnchor.Position += newPositionForCamera;
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_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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// First person rig adjustments
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_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
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// Apply bobbing
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_fpRig.Position += newPositionForRig;
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// Rotate the whole rig based on movement input
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var newRigRotation = _fpRig.Rotation;
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var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
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newRigRotation.Z = (float) camTilt;
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// Rotate the whole rig based on camera rotation input
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newRigRotation.X = Mathf.Lerp(newRigRotation.X, -lookDir.Y*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta*WeaponAdjustmentSpeed);
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// Apply
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_fpRig.Rotation = newRigRotation;
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// Compute displaced rig adjustments, starting with movement input
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var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
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var howMuchForward = ComputeHowMuchInputForward(playerInput);
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var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
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var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
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_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
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delta*DisplacedWeaponAdjustmentSpeed);
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var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
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_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
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delta*DisplacedWeaponAdjustmentSpeed);
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newDisplacedRigRotation.X = (float) displacedCamTiltSide;
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newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
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var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
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_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
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delta*DisplacedWeaponAdjustmentSpeed);
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newDisplacedRigRotation.Y = (float) displacedSwayY;
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// Apply
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_fpDisplacedRig.Rotation = newDisplacedRigRotation;
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// Camera adjustments
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float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
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float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
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_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed);
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}
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public void Footstep()
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{
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_footstepEmitted = true;
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EmitSignalStepFoot();
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}
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public void HideWeapon()
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{
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_fpRig.Visible = false;
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}
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public void ShowWeapon()
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{
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_fpRig.Visible = true;
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}
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public float ComputeCameraInclineFactor(Vector3 direction)
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{
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var forward = GetForwardHorizontalVector().Normalized();
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var crossProduct = forward.Cross(direction);
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return crossProduct.Length()*Mathf.Sign(crossProduct.Y);
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}
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public float ComputeHowMuchInputForward(Vector3 playerInput)
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{
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var forwardAngle = GetForwardHorizontalVector().AngleTo(playerInput);
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var forwardRemapped = Mathf.Remap(forwardAngle, 0, Mathf.Pi, -1, 1);
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return playerInput.Length() > 0 ? forwardRemapped : 0;
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}
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public float ComputeHowMuchInputSideways(Vector3 playerInput)
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{
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var rightAngle = GetForwardHorizontalVector().Cross(Vector3.Up).Normalized().AngleTo(playerInput);
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var forwardRemapped = Mathf.Remap(rightAngle, 0, Mathf.Pi, -1, 1);
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return playerInput.Length() > 0 ? forwardRemapped : 0;
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}
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public Vector3 GetForwardHorizontalVector()
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{
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return GetGlobalTransform().Basis.Z;
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}
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public Vector3 GetGlobalLookRotation()
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{
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return new Vector3(
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_camera.Rotation.X,
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Rotation.Y,
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_camera.Rotation.Z);
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}
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public void SetHeight(float height)
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{
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Position = new Vector3(Position.X, height, Position.Z);
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}
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} |