feat: implemented recoil
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@ -21,7 +21,7 @@ public:
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int get_ray_count() const;
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private:
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float spread{ 0.01f };
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float spread{ 0.001f };
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int damage{ 1 };
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int ray_count{ 1 };
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@ -17,14 +17,20 @@ void PlayerCamera::update_fov() {
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}
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}
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void PlayerCamera::ready() {
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PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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this->base_fov = get_fov();
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}
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void PlayerCamera::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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if (what == NOTIFICATION_READY) {
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PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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this->base_fov = get_fov();
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switch (what) {
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case NOTIFICATION_READY:
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ready();
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return;
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}
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}
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@ -36,3 +42,9 @@ void PlayerCamera::set_fov_factor(float value) {
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float PlayerCamera::get_fov_factor() const {
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return this->fov_factor;
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}
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void PlayerCamera::recoil(float r) {
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GETSET(rotation, {
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rotation.x = CLAMP(rotation.x + r, -Math::PI / 2.0, Math::PI / 2.0);
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});
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}
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@ -8,6 +8,8 @@ class PlayerCamera : public Camera3D {
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static void _bind_methods();
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void on_look_input(Vector2 input);
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void update_fov();
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void ready();
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void process(double delta);
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protected:
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void _notification(int what);
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@ -16,6 +18,8 @@ public:
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void set_fov_factor(float value);
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float get_fov_factor() const;
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void recoil(float r);
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private:
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float base_fov{ 60.f };
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float fov_factor{ 1.0f };
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@ -88,7 +88,8 @@ void Rifle::ready() {
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void Rifle::process(double delta) {
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String const current{ get_anim()->get_current_animation() };
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bool run_requested{ this->run_requested() };
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float const progress{ float(CLAMP(get_anim()->get_current_animation_position() / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
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double const animation_time{ get_anim()->get_current_animation_position() };
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float const progress{ float(CLAMP(animation_time / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
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if (current == "hip_to_aim") {
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get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress));
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} else if (current == "aim_to_hip") {
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@ -112,6 +113,11 @@ void Rifle::process(double delta) {
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stop_run_anim();
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}
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}
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if (current == "fire_hip" || current == "fire_aim") {
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double t{ animation_time / this->recoil_time };
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get_camera()->recoil(Math::lerp((double)this->recoil_force, 0.0, CLAMP(t, 0.0, 1.0)) * delta);
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}
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}
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void Rifle::_notification(int what) {
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@ -147,3 +153,19 @@ void Rifle::notify_selected() {
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bool Rifle::is_animating() const {
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return !get_anim()->get_current_animation().is_empty() || !get_anim()->get_queue().is_empty();
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}
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void Rifle::set_ads_factor(float value) {
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this->ads_factor = value;
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}
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float Rifle::get_ads_factor() const {
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return this->ads_factor;
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}
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void Rifle::set_run_factor(float value) {
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this->run_factor = value;
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}
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float Rifle::get_run_factor() const {
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return this->run_factor;
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}
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@ -30,6 +30,13 @@ public:
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virtual void notify_selected() override;
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bool is_animating() const;
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void set_recoil_radians(float value);
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float get_recoil_radians() const;
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void set_ads_factor(float value);
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float get_ads_factor() const;
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void set_run_factor(float value);
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float get_run_factor() const;
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private:
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float ads_factor{ 0.5f };
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float run_factor{ 1.5f };
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@ -37,6 +44,9 @@ private:
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bool in_alt_mode{ false };
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bool running{ false };
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float recoil_force{ 3.f };
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float recoil_time{ 0.05f };
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HitscanMuzzle *muzzle{ nullptr };
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};
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@ -20,8 +20,9 @@ bone_idx = 39
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[node name="HitscanMuzzle" type="HitscanMuzzle" parent="rifle/Character/Skeleton3D/BoneAttachment3D"]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 0.99999994, 0, 0, 0, 0.99999994, 2.746498e-26, 0, 0.059500493)
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transform = Transform3D(1, 0, 0, 0, 0.99999833, -0.0017453281, 0, 0.0017453281, 0.99999833, 1.4540284e-26, 0, 0.027612558)
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target_position = Vector3(0, 100, 0)
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spread = 0.003
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[node name="AnimationPlayer" parent="rifle" index="1"]
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playback_default_blend_time = 0.1
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