Files
MovementTests/systems/dash/DashSystem.cs
2026-01-21 12:32:58 +01:00

154 lines
6.2 KiB
C#

using Godot;
namespace Movementtests.systems;
public partial class DashSystem: Node3D
{
public record DashLocation(bool HasHit, Vector3 TargetLocation, Vector3 CollisionPoint, Vector3 CollisionNormal);
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float DashSpeed { get; set; } = 0.1f;
[Export(PropertyHint.Range, "0,1000,1,or_greater")]
public float PostDashSpeed { get; set; } = 0f;
public bool HasHit { get; set; }
public Vector3 TargetLocation { get; set; }
public Vector3 CollisionPoint { get; set; }
public Vector3 CollisionNormal { get; set; }
public Vector3 PlannedLocation { get; set; }
public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; }
private HeadSystem _head;
private ShapeCast3D _dashCast3D;
private Camera3D _camera;
private Vector3 _dashDirection = Vector3.Zero;
private ShapeCast3D _dashCastDrop;
private MeshInstance3D _dashDropIndicator;
private MeshInstance3D _dashDropLocationIndicator;
private MeshInstance3D _dashTarget;
private CpuParticles3D _dashIndicator;
private AnimationPlayer _dashIndicatorAnim;
[Export]
public PackedScene DashIndicatorScene { get; set; }
[Signal]
public delegate void DashStartedEventHandler();
[Signal]
public delegate void DashEndedEventHandler();
[Signal]
public delegate void DashProgressEventHandler(float progress);
private Vector3 _globalDashPosition = Vector3.Zero;
public float DashCastRadius { get; set; }
public void Init(HeadSystem head, Camera3D camera)
{
_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
var dashShape = _dashCast3D.GetShape() as SphereShape3D;
DashCastRadius = dashShape!.Radius;
_dashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
_dashDropIndicator = GetNode<MeshInstance3D>("DashDropIndicator");
_dashDropIndicator.Visible = false;
_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
_dashDropLocationIndicator.Visible = false;
_head = head;
_camera = camera;
MantleSystem = GetNode<MantleSystem>("MantleSystem");
MantleSystem.Init();
_dashTarget = GetNode<MeshInstance3D>("DashTarget");
_dashTarget.SetVisible(false);
_dashIndicator = GetNode<CpuParticles3D>("DashIndicator");
_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
}
private DashLocation ComputeDashLocation()
{
var targetLocation = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition);
var hasHit = _dashCast3D.IsColliding();
if (!hasHit)
{
return new DashLocation(false, targetLocation, Vector3.Zero, Vector3.Zero);
}
var collisionPoint = _dashCast3D.GetCollisionPoint(0);
var collisionNormal = _dashCast3D.GetCollisionNormal(0);
var fraction = _dashCast3D.GetClosestCollisionSafeFraction();
var globalSweepPath = targetLocation - _dashCast3D.GlobalPosition;
var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction;
return new DashLocation(true, locationAlongPath, collisionPoint, collisionNormal);
}
public void PrepareDash()
{
_dashCast3D.SetRotation(_head.GetGlobalLookRotation());
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal) = ComputeDashLocation();
// TODO: Position mantle system to planned location, aligned with ground planned and facing the same way as the dash
// Then query it being careful when dashing underneath a platform and such
MantleSystem.SetGlobalPosition(PlannedLocation);
MantleSystem.SetRotation(new Vector3(
MantleSystem.Rotation.X,
_head.Rotation.Y,
MantleSystem.Rotation.Z));
MantleSystem.ProcessMantle(false);
ShouldMantle = MantleSystem.IsMantlePossible;
// Setup dash target
var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor);
_dashTarget.SetVisible(true);
var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
_dashTarget.SetGlobalPosition(targetLocation);
var shouldShowDropIndicator = !HasHit && !ShouldMantle;
_dashDropIndicator.SetVisible(shouldShowDropIndicator);
_dashDropLocationIndicator.SetVisible(shouldShowDropIndicator);
if (shouldShowDropIndicator)
{
_dashCastDrop.GlobalPosition = targetLocation; // Place drop indication cast at dash location
var startDropLocation = targetLocation; // Start of the drop is the dash target location
// End of the drop is either max cast distance or first collision
var hasDropLocationHit = _dashCastDrop.IsColliding();
var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(_dashCast3D.TargetPosition);
// Only show drop location indicator if drop cast has hit
_dashDropLocationIndicator.SetVisible(hasDropLocationHit);
_dashDropLocationIndicator.SetGlobalPosition(endDropLocation);
var dropLength = (endDropLocation - startDropLocation).Length();
var dropDirection = (endDropLocation - startDropLocation).Normalized();
_dashDropIndicator.SetScale(new Vector3(1, dropLength, 1));
_dashDropIndicator.SetGlobalPosition(startDropLocation + dropDirection * dropLength * 0.5f);
}
}
public void StopPreparingDash()
{
_dashTarget.SetVisible(false);
_dashDropIndicator.SetVisible(false);
_dashDropLocationIndicator.SetVisible(false);
}
public void StartPreparingDash()
{
_dashTarget.SetVisible(true);
}
}