feat: implemented recoil

This commit is contained in:
Sara 2025-07-19 14:26:46 +02:00
parent a7b3f97b3b
commit 58e90780d5
6 changed files with 56 additions and 7 deletions

View file

@ -21,7 +21,7 @@ public:
int get_ray_count() const; int get_ray_count() const;
private: private:
float spread{ 0.01f }; float spread{ 0.001f };
int damage{ 1 }; int damage{ 1 };
int ray_count{ 1 }; int ray_count{ 1 };

View file

@ -17,14 +17,20 @@ void PlayerCamera::update_fov() {
} }
} }
void PlayerCamera::ready() {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
this->base_fov = get_fov();
}
void PlayerCamera::_notification(int what) { void PlayerCamera::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) { if (Engine::get_singleton()->is_editor_hint()) {
return; return;
} }
if (what == NOTIFICATION_READY) { switch (what) {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) }; case NOTIFICATION_READY:
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input)); ready();
this->base_fov = get_fov(); return;
} }
} }
@ -36,3 +42,9 @@ void PlayerCamera::set_fov_factor(float value) {
float PlayerCamera::get_fov_factor() const { float PlayerCamera::get_fov_factor() const {
return this->fov_factor; return this->fov_factor;
} }
void PlayerCamera::recoil(float r) {
GETSET(rotation, {
rotation.x = CLAMP(rotation.x + r, -Math::PI / 2.0, Math::PI / 2.0);
});
}

View file

@ -8,6 +8,8 @@ class PlayerCamera : public Camera3D {
static void _bind_methods(); static void _bind_methods();
void on_look_input(Vector2 input); void on_look_input(Vector2 input);
void update_fov(); void update_fov();
void ready();
void process(double delta);
protected: protected:
void _notification(int what); void _notification(int what);
@ -16,6 +18,8 @@ public:
void set_fov_factor(float value); void set_fov_factor(float value);
float get_fov_factor() const; float get_fov_factor() const;
void recoil(float r);
private: private:
float base_fov{ 60.f }; float base_fov{ 60.f };
float fov_factor{ 1.0f }; float fov_factor{ 1.0f };

View file

@ -88,7 +88,8 @@ void Rifle::ready() {
void Rifle::process(double delta) { void Rifle::process(double delta) {
String const current{ get_anim()->get_current_animation() }; String const current{ get_anim()->get_current_animation() };
bool run_requested{ this->run_requested() }; bool run_requested{ this->run_requested() };
float const progress{ float(CLAMP(get_anim()->get_current_animation_position() / get_anim()->get_current_animation_length(), 0.0, 1.0)) }; double const animation_time{ get_anim()->get_current_animation_position() };
float const progress{ float(CLAMP(animation_time / get_anim()->get_current_animation_length(), 0.0, 1.0)) };
if (current == "hip_to_aim") { if (current == "hip_to_aim") {
get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress)); get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress));
} else if (current == "aim_to_hip") { } else if (current == "aim_to_hip") {
@ -112,6 +113,11 @@ void Rifle::process(double delta) {
stop_run_anim(); stop_run_anim();
} }
} }
if (current == "fire_hip" || current == "fire_aim") {
double t{ animation_time / this->recoil_time };
get_camera()->recoil(Math::lerp((double)this->recoil_force, 0.0, CLAMP(t, 0.0, 1.0)) * delta);
}
} }
void Rifle::_notification(int what) { void Rifle::_notification(int what) {
@ -147,3 +153,19 @@ void Rifle::notify_selected() {
bool Rifle::is_animating() const { bool Rifle::is_animating() const {
return !get_anim()->get_current_animation().is_empty() || !get_anim()->get_queue().is_empty(); return !get_anim()->get_current_animation().is_empty() || !get_anim()->get_queue().is_empty();
} }
void Rifle::set_ads_factor(float value) {
this->ads_factor = value;
}
float Rifle::get_ads_factor() const {
return this->ads_factor;
}
void Rifle::set_run_factor(float value) {
this->run_factor = value;
}
float Rifle::get_run_factor() const {
return this->run_factor;
}

View file

@ -30,6 +30,13 @@ public:
virtual void notify_selected() override; virtual void notify_selected() override;
bool is_animating() const; bool is_animating() const;
void set_recoil_radians(float value);
float get_recoil_radians() const;
void set_ads_factor(float value);
float get_ads_factor() const;
void set_run_factor(float value);
float get_run_factor() const;
private: private:
float ads_factor{ 0.5f }; float ads_factor{ 0.5f };
float run_factor{ 1.5f }; float run_factor{ 1.5f };
@ -37,6 +44,9 @@ private:
bool in_alt_mode{ false }; bool in_alt_mode{ false };
bool running{ false }; bool running{ false };
float recoil_force{ 3.f };
float recoil_time{ 0.05f };
HitscanMuzzle *muzzle{ nullptr }; HitscanMuzzle *muzzle{ nullptr };
}; };

View file

@ -20,8 +20,9 @@ bone_idx = 39
[node name="HitscanMuzzle" type="HitscanMuzzle" parent="rifle/Character/Skeleton3D/BoneAttachment3D"] [node name="HitscanMuzzle" type="HitscanMuzzle" parent="rifle/Character/Skeleton3D/BoneAttachment3D"]
unique_name_in_owner = true unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 0.99999994, 0, 0, 0, 0.99999994, 2.746498e-26, 0, 0.059500493) transform = Transform3D(1, 0, 0, 0, 0.99999833, -0.0017453281, 0, 0.0017453281, 0.99999833, 1.4540284e-26, 0, 0.027612558)
target_position = Vector3(0, 100, 0) target_position = Vector3(0, 100, 0)
spread = 0.003
[node name="AnimationPlayer" parent="rifle" index="1"] [node name="AnimationPlayer" parent="rifle" index="1"]
playback_default_blend_time = 0.1 playback_default_blend_time = 0.1