Files
MovementTests/systems/mantle/MantleSystem.cs
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mantle system fix amazing
2025-12-19 18:59:34 +01:00

127 lines
4.8 KiB
C#

using Godot;
using RustyOptions;
namespace Movementtests.systems;
public partial class MantleSystem: Node3D
{
[Export(PropertyHint.Range, "0,2,0.01,suffix:m,or_greater")]
public float MantleEndLocationDistanceFromWall { get; set; } = 1f;
[Export(PropertyHint.Range, "0,10,0.1,suffix:m,or_greater")]
public float MantleHeightCastStart { get; set; } = 2f;
[Export(PropertyHint.Range, "0,10,0.01,suffix:m,or_greater")]
public float MaxStepHeight = 0.5f;
private ShapeCast3D _wallInFrontCast3D;
private ShapeCast3D _mantleCast3D;
private ShapeCast3D _inAirWallDetect;
private ShapeCast3D _groundedWallDetect;
public Curve3D MantleCurve { get; private set; }
public bool IsMantlePossible { get; private set; } = false;
public const int WallProfileCastCount = 7;
private ShapeCast3D[] _wallProfileShapecasts = new ShapeCast3D[WallProfileCastCount];
public void Init()
{
_wallInFrontCast3D = GetNode<ShapeCast3D>("WallInFrontCast3D");
_mantleCast3D = GetNode<ShapeCast3D>("MantleCast3D");
_inAirWallDetect = GetNode<ShapeCast3D>("InAirWallDetect");
_groundedWallDetect = GetNode<ShapeCast3D>("GroundedWallDetect");
for (int i = 0; i < _wallProfileShapecasts.Length; i++)
{
_wallProfileShapecasts[i] = GetNode<ShapeCast3D>($"WallProfileShapeCasts/ShapeCast{i + 1}");
}
}
private void SetCastsEnabled(bool enabled)
{
foreach (var wallProfileShapecast in _wallProfileShapecasts)
{
wallProfileShapecast.SetEnabled(enabled);
}
}
public void ProcessMantle(bool isGrounded)
{
_inAirWallDetect.SetEnabled(!isGrounded);
_groundedWallDetect.SetEnabled(isGrounded);
var isColliding = _inAirWallDetect.IsColliding() || _groundedWallDetect.IsColliding();
SetCastsEnabled(isColliding);
// Reset state
IsMantlePossible = false;
if (!isColliding) return;
// Check if collide with wall
var collisionNormal = isGrounded ? _groundedWallDetect.GetCollisionNormal(0) : _inAirWallDetect.GetCollisionNormal(0);
if (collisionNormal.Y > 0.9f) return;
MantleCurve = new Curve3D();
MantleCurve.AddPoint(Vector3.Zero);
var hasFirstProfileHit = false;
foreach (var wallProfileShapecast in _wallProfileShapecasts)
{
// Haven't met the wall yet
if (!wallProfileShapecast.IsColliding() && !hasFirstProfileHit) continue;
var globalTargetPosition = wallProfileShapecast.GlobalPosition + wallProfileShapecast.TargetPosition;
// Got to the other side of the wall, we stop there
if (!wallProfileShapecast.IsColliding())
{
MantleCurve.AddPoint(ToLocal(globalTargetPosition));
break;
}
var profilePoint = wallProfileShapecast.GetCollisionPoint(0);
var profileNormal = wallProfileShapecast.GetCollisionNormal(0);
// Check if we collided parallel to a wall
var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(profilePoint);
var isCollidingWithWall = profileNormal.Y < 0.1f;
if (isCollisionSameAsTarget || isCollidingWithWall) continue;
// We have a valid collision
hasFirstProfileHit = true;
MantleCurve.AddPoint(ToLocal(profilePoint));
}
if (MantleCurve.PointCount == 1) return;
IsMantlePossible = true;
}
public Option<Vector3> FindMantle()
{
if (!_wallInFrontCast3D.IsColliding())
{
return Option<Vector3>.None;
}
if (_wallInFrontCast3D.GetCollisionNormal(0).Y > 0.8f)
{
return Option<Vector3>.None;
}
var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);
return FindMantleLocationAtPoint(collisionPoint, collisionNormal);
}
public Option<Vector3> FindMantleLocationAtPoint(Vector3 point, Vector3 wallNormal)
{
var horizontalEndLocation = point - wallNormal * MantleEndLocationDistanceFromWall;
var shapeCastStartLocation = horizontalEndLocation + Vector3.Up * MantleHeightCastStart;
_mantleCast3D.SetGlobalPosition(shapeCastStartLocation);
var targetLocation = Vector3.Down * MantleHeightCastStart + Vector3.Up * MaxStepHeight;
_mantleCast3D.SetTargetPosition(targetLocation);
if (_mantleCast3D.IsColliding() && _mantleCast3D.GetCollisionNormal(0).Y >= 0.1f)
return Option.Some(_mantleCast3D.GetCollisionPoint(0));
return Option<Vector3>.None;
}
}