more tweaks to ledge grab, still too hard to start the ledge grab
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@@ -142,6 +142,8 @@ var controlled_elsewhere = false
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@onready var clamber_max_ray: RayCast3D = $ClamberMaxRay
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@onready var clamber_check_ray: RayCast3D = $ClamberCheckRay
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@onready var clamber_point_ray: RayCast3D = $ClamberPointRay
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@onready var ledge_l_ray: RayCast3D = $LedgeLRay
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@onready var ledge_r_ray: RayCast3D = $LedgeRRay
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func _ready():
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level_control.player = self
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@@ -3,13 +3,17 @@ class_name PlayerClamber
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var clamber_point
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const CLAMBER_Y_OFFSET = .4
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func Enter():
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clamber_point = character.get_clamber_point()
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character.velocity = Vector3.ZERO
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func Physics_Update(delta):
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character.velocity = Vector3.ZERO
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character.global_position.y = lerp(character.global_position.y,clamber_point.y - CLAMBER_Y_OFFSET,delta * 2)
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character.global_position.y = lerp(character.global_position.y,clamber_point.y,delta * 2)
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if !is_still_on_ledge():
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Transitioned.emit(self,"in air")
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if Input.is_action_just_pressed("jump"):
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jump_with_weight_mod()
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@@ -17,3 +21,21 @@ func Physics_Update(delta):
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if Input.is_action_just_pressed("crouch"):
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Transitioned.emit(self,"in air")
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ledge_movement(delta)
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func is_still_on_ledge():
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if character.clamber_point_ray.is_colliding():
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return true
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else:
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return false
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func ledge_movement(delta):
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var direction = character.movement_input()
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character.velocity.x = lerp(character.velocity.x,direction.x * move_speed,delta * move_transition_speed)
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#if direction.x < 0:
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#if character.ledge_l_ray.is_colliding():
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#character.velocity.x += direction.x * delta * move_speed
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#if direction.x > 0:
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#if character.ledge_r_ray.is_colliding():
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#character.velocity.x += direction.x * delta * move_speed
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@@ -4,7 +4,7 @@ class_name PlayerGroundPound
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@export var ground_pound_velocity = -35
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func Enter():
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character.velocity += Vector3(0,ground_pound_velocity,0)
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character.velocity = Vector3(0,ground_pound_velocity,0)
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func Physics_Update(delta):
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if character.is_on_floor():
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