169 lines
4.5 KiB
Lua
169 lines
4.5 KiB
Lua
--!strict
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local System = require(script.Parent)
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local Animations = System.Animations
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local Sounds = System.Sounds
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local Enums = System.Enums
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local Util = System.Util
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local Action = Enums.Action
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local ActionFlags = Enums.ActionFlags
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local ActionGroup = Enums.ActionGroups
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local AirStep = Enums.AirStep
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local MarioEyes = Enums.MarioEyes
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local InputFlags = Enums.InputFlags
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local MarioFlags = Enums.MarioFlags
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local ParticleFlags = Enums.ParticleFlags
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type Mario = System.Mario
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Helpers
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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local function letGoOfLedge(m: Mario)
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local floorHeight
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m.Velocity *= Vector3.new(1, 0, 1)
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m.ForwardVel = -8
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local x = 60 * Util.Sins(m.FaceAngle.Y)
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local z = 60 * Util.Coss(m.FaceAngle.Y)
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m.Position -= Vector3.new(x, 0, z)
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floorHeight = Util.FindFloor(m.Position)
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if floorHeight < m.Position.Y - 100 then
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m.Position -= (Vector3.yAxis * 100)
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else
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m.Position = Util.SetY(m.Position, floorHeight)
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end
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return m:SetAction(Action.SOFT_BONK)
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end
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local function climbUpLedge(m: Mario)
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local x = 14 * Util.Sins(m.FaceAngle.Y)
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local z = 14 * Util.Coss(m.FaceAngle.Y)
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m:SetAnimation(Animations.IDLE_HEAD_LEFT)
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m.Position += Vector3.new(x, 0, z)
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end
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local function updateLedgeClimb(m: Mario, anim: Animation, endAction: number)
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m:StopAndSetHeightToFloor()
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m:SetAnimation(anim)
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if m:IsAnimAtEnd() then
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m:SetAction(endAction)
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if endAction == Action.IDLE then
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climbUpLedge(m)
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end
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end
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Actions
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction
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DEF_ACTION(Action.LEDGE_GRAB, function(m: Mario)
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local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y
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local hasSpaceForMario = m.CeilHeight - m.FloorHeight >= 160
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if m.ActionTimer < 10 then
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m.ActionTimer += 1
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end
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if m.Floor and m.Floor.Normal.Y < 0.9063078 then
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return letGoOfLedge(m)
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end
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if m.Input:Has(InputFlags.Z_PRESSED, InputFlags.OFF_FLOOR) then
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return letGoOfLedge(m)
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end
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if m.Input:Has(InputFlags.A_PRESSED) and hasSpaceForMario then
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return m:SetAction(Action.LEDGE_CLIMB_FAST)
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end
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if m.Input:Has(InputFlags.STOMPED) then
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return letGoOfLedge(m)
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end
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if m.ActionTimer == 10 and m.Input:Has(InputFlags.NONZERO_ANALOG) then
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if math.abs(intendedDYaw) <= 0x4000 then
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if hasSpaceForMario then
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return m:SetAction(Action.LEDGE_CLIMB_SLOW)
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end
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else
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return letGoOfLedge(m)
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end
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end
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local heightAboveFloor = m.Position.Y - m:FindFloorHeightRelativePolar(-0x8000, 30)
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if hasSpaceForMario and heightAboveFloor < 100 then
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return m:SetAction(Action.LEDGE_CLIMB_FAST)
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end
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if m.ActionArg == 0 then
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m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED)
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end
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m:StopAndSetHeightToFloor()
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m:SetAnimation(Animations.IDLE_ON_LEDGE)
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return false
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end)
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DEF_ACTION(Action.LEDGE_CLIMB_SLOW, function(m: Mario)
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if m.Input:Has(InputFlags.OFF_FLOOR) then
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return letGoOfLedge(m)
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end
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if m.ActionTimer >= 28 then
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if
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m.Input:Has(InputFlags.NONZERO_ANALOG, InputFlags.A_PRESSED, InputFlags.OFF_FLOOR, InputFlags.ABOVE_SLIDE)
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then
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climbUpLedge(m)
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return m:CheckCommonActionExits()
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end
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end
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if m.ActionTimer == 10 then
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m:PlaySoundIfNoFlag(Sounds.MARIO_EEUH, MarioFlags.MARIO_SOUND_PLAYED)
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end
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updateLedgeClimb(m, Animations.SLOW_LEDGE_GRAB, Action.IDLE)
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return false
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end)
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DEF_ACTION(Action.LEDGE_CLIMB_DOWN, function(m: Mario)
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if m.Input:Has(InputFlags.OFF_FLOOR) then
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return letGoOfLedge(m)
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end
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m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED)
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updateLedgeClimb(m, Animations.CLIMB_DOWN_LEDGE, Action.LEDGE_GRAB)
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m.ActionArg = 1
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return false
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end)
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DEF_ACTION(Action.LEDGE_CLIMB_FAST, function(m: Mario)
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if m.Input:Has(InputFlags.OFF_FLOOR) then
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return letGoOfLedge(m)
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end
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m:PlaySoundIfNoFlag(Sounds.MARIO_UH2, MarioFlags.MARIO_SOUND_PLAYED)
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updateLedgeClimb(m, Animations.FAST_LEDGE_GRAB, Action.IDLE)
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if m.AnimFrame == 8 then
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m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING)
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end
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return false
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end)
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