194 lines
7.0 KiB
C#
194 lines
7.0 KiB
C#
using Godot;
|
|
using Movementtests.player_controller.Scripts;
|
|
|
|
namespace Movementtests.systems;
|
|
|
|
public partial class MoveSystem : Node3D
|
|
{
|
|
public record MoveSystemParameters(
|
|
CharacterBody3D Parent,
|
|
Gravity Gravity,
|
|
MantleSystem MantleSystem,
|
|
TweenQueueSystem TweenQueueSystem,
|
|
HeadSystem HeadSystem,
|
|
CapsuleCollider CapsuleCollider);
|
|
|
|
public record MoveAroundParameters(
|
|
double Delta,
|
|
Vector3 MovementDirection,
|
|
bool IsOnFloor,
|
|
bool IsDead,
|
|
bool IsHeadTouchingCeiling
|
|
);
|
|
|
|
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
|
public float WalkSpeed { get; set; } = 5.0f;
|
|
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
|
public float SprintSpeed { get; set; } = 7.2f;
|
|
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
|
|
public float CrouchSpeed { get; set; } = 2.5f;
|
|
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
|
|
|
|
public float _currentSpeed;
|
|
private const float DecelerationSpeedFactorFloor = 15.0f;
|
|
private const float DecelerationSpeedFactorAir = 7.0f;
|
|
|
|
public float CrouchTransitionSpeed { get; set; } = 20.0f;
|
|
[Export(PropertyHint.Range, "0,5,0.1,or_greater")]
|
|
public float DoubleJumpSpeedFactor { get; set; } = 2f;
|
|
|
|
private bool _canDoubleJump = true;
|
|
private float _lastFrameWasOnFloor = -Mathf.Inf;
|
|
|
|
private Gravity _gravity;
|
|
private CharacterBody3D _parent;
|
|
private MantleSystem _mantleSystem;
|
|
private TweenQueueSystem _tweenQueueSystem;
|
|
private CapsuleCollider _capsuleCollider;
|
|
private HeadSystem _headSystem;
|
|
public void Init(MoveSystemParameters parameters)
|
|
{
|
|
_parent = parameters.Parent;
|
|
_gravity = parameters.Gravity;
|
|
_mantleSystem = parameters.MantleSystem;
|
|
_tweenQueueSystem = parameters.TweenQueueSystem;
|
|
_capsuleCollider = parameters.CapsuleCollider;
|
|
_headSystem = parameters.HeadSystem;
|
|
|
|
_currentSpeed = WalkSpeed;
|
|
}
|
|
|
|
public void MoveAround(MoveAroundParameters param)
|
|
{
|
|
var (delta, movementDirection, isOnFloor, isDead, isHeadTouchingCeiling) = param;
|
|
|
|
var doesCapsuleHaveCrouchingHeight = _capsuleCollider.IsCrouchingHeight();
|
|
var doesCapsuleHaveDefaultHeight = _capsuleCollider.IsDefaultHeight();
|
|
|
|
// Adding the gravity
|
|
if (!isOnFloor)
|
|
{
|
|
_parent.Velocity = new Vector3(
|
|
x: _parent.Velocity.X,
|
|
y: _parent.Velocity.Y - (_gravity.CalculateGravityForce() * (float)delta),
|
|
z: _parent.Velocity.Z);
|
|
}
|
|
|
|
if (isOnFloor)
|
|
{
|
|
_lastFrameWasOnFloor = Engine.GetPhysicsFrames();
|
|
_canDoubleJump = true;
|
|
}
|
|
|
|
// The code below is required to quickly adjust player's position on Y-axis when there's a ceiling on the
|
|
// trajectory of player's jump and player is standing
|
|
if (isHeadTouchingCeiling && doesCapsuleHaveDefaultHeight)
|
|
{
|
|
_parent.Velocity = new Vector3(
|
|
x: _parent.Velocity.X,
|
|
y: _parent.Velocity.Y - 2.0f,
|
|
z: _parent.Velocity.Z);
|
|
}
|
|
|
|
if (!isDead)
|
|
{
|
|
|
|
// Used both for detecting the moment when we enter into crouching mode and the moment when we're already
|
|
// in the crouching mode
|
|
if (Input.IsActionPressed("crouch") ||
|
|
(doesCapsuleHaveCrouchingHeight && isHeadTouchingCeiling))
|
|
{
|
|
_capsuleCollider.Crouch((float)delta, CrouchTransitionSpeed);
|
|
_currentSpeed = CrouchSpeed;
|
|
}
|
|
// Used both for the moment when we exit the crouching mode and for the moment when we just walk
|
|
else
|
|
{
|
|
_capsuleCollider.UndoCrouching((float)delta, CrouchTransitionSpeed);
|
|
_currentSpeed = WalkSpeed;
|
|
}
|
|
}
|
|
|
|
// Each component of the boolean statement for sprinting is required
|
|
if (Input.IsActionPressed("sprint") && !isHeadTouchingCeiling &&
|
|
!doesCapsuleHaveCrouchingHeight && !isDead)
|
|
{
|
|
_currentSpeed = SprintSpeed;
|
|
}
|
|
|
|
// Basis is a 3x4 matrix. It contains information about scaling and rotation of head.
|
|
// By multiplying our Vector3 by this matrix we're doing multiple things:
|
|
// a) We start to operate in global space;
|
|
// b) We're applying to Vector3 the current rotation of "head" object;
|
|
// c) We're applying to Vector3 the current scaling of "head" object;
|
|
Vector3 direction = _headSystem.Transform.Basis * movementDirection;
|
|
|
|
if (isDead)
|
|
{
|
|
direction = Vector3.Zero;
|
|
}
|
|
|
|
|
|
if (isOnFloor)
|
|
{
|
|
// Set velocity based on input direction when on the floor
|
|
if (direction.Length() > 0)
|
|
{
|
|
float newX = direction.X * _currentSpeed;
|
|
float newZ = direction.Z * _currentSpeed;
|
|
|
|
_parent.Velocity = new Vector3(newX, _parent.Velocity.Y, newZ);
|
|
}
|
|
// If there is no input, smoothly decelerate the character on the floor
|
|
else
|
|
{
|
|
float xDeceleration = Mathf.Lerp(_parent.Velocity.X, direction.X * _currentSpeed,
|
|
(float)delta * DecelerationSpeedFactorFloor);
|
|
float zDeceleration = Mathf.Lerp(_parent.Velocity.Z, direction.Z * _currentSpeed,
|
|
(float)delta * DecelerationSpeedFactorFloor);
|
|
|
|
_parent.Velocity = new Vector3(xDeceleration, _parent.Velocity.Y, zDeceleration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float xDeceleration = Mathf.Lerp(_parent.Velocity.X, direction.X * _currentSpeed,
|
|
(float)delta * DecelerationSpeedFactorAir);
|
|
float zDeceleration = Mathf.Lerp(_parent.Velocity.Z, direction.Z * _currentSpeed,
|
|
(float)delta * DecelerationSpeedFactorAir);
|
|
|
|
_parent.Velocity = new Vector3(xDeceleration, _parent.Velocity.Y, zDeceleration);
|
|
}
|
|
|
|
if (isDead)
|
|
{
|
|
_parent.MoveAndSlide();
|
|
}
|
|
}
|
|
|
|
public void Jump(bool isOnFloor)
|
|
{
|
|
var mantleLocationResult = _mantleSystem.FindMantleInFrontOfPlayer();
|
|
if (mantleLocationResult.IsSome(out var mantleLocation))
|
|
{
|
|
var duration = 0.1f * mantleLocation.DistanceTo(_parent.Position);
|
|
_tweenQueueSystem.QueueTween(mantleLocation, duration);
|
|
}
|
|
else if (isOnFloor)
|
|
{
|
|
_parent.Velocity = new Vector3(
|
|
x: _parent.Velocity.X,
|
|
y: _gravity.CalculateJumpForce(),
|
|
z: _parent.Velocity.Z);
|
|
}
|
|
else if (_canDoubleJump)
|
|
{
|
|
_canDoubleJump = false;
|
|
_parent.Velocity = new Vector3(
|
|
x: _parent.Velocity.X,
|
|
y: _gravity.CalculateJumpForce() * DoubleJumpSpeedFactor,
|
|
z: _parent.Velocity.Z);
|
|
}
|
|
|
|
}
|
|
} |