Feat/visual audio overhaul #21

Merged
Dotts merged 31 commits from feat/visual-audio-overhaul into main 2026-07-21 14:09:18 -07:00
9 changed files with 127 additions and 2 deletions
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@@ -49,6 +49,7 @@ const CLIP_FALLBACKS := {
"PistolIdle": ["PistolIdle", "Idle"], "PistolIdle": ["PistolIdle", "Idle"],
"PistolShoot": ["PistolShoot"], "PistolShoot": ["PistolShoot"],
"PistolReload": ["PistolReload"], "PistolReload": ["PistolReload"],
"Throw": ["Throw", "Hit"],
} }
const LOOPING_CLIPS := ["Idle", "Walk", "Run", "Sprint", "Fall", "Crouch", const LOOPING_CLIPS := ["Idle", "Walk", "Run", "Sprint", "Fall", "Crouch",
@@ -59,10 +60,18 @@ const BLEND_TIME := 0.15
## Per-clip blend overrides: snappy moves cut fast, locomotion cross-fades. ## Per-clip blend overrides: snappy moves cut fast, locomotion cross-fades.
const BLEND_TIMES := { const BLEND_TIMES := {
"Dash": 0.06, "Jump": 0.08, "Hit": 0.05, "Land": 0.08, "Dash": 0.06, "Jump": 0.08, "Hit": 0.05, "Land": 0.08,
"Slide": 0.1, "Death": 0.1, "Slide": 0.1, "Death": 0.1, "Throw": 0.06, "PistolReload": 0.12,
"Idle": 0.25, "PistolIdle": 0.25, "Walk": 0.2, "Run": 0.2, "Sprint": 0.2, "Idle": 0.25, "PistolIdle": 0.25, "Walk": 0.2, "Run": 0.2, "Sprint": 0.2,
} }
## Named gameplay actions -> (clip, lock seconds). Networked via the
## controller's synced action counter.
const ACTIONS := {
"reload": ["PistolReload", 1.15],
"throw": ["Throw", 0.55],
"shoot": ["PistolShoot", 0.2],
}
var skeleton: Skeleton3D var skeleton: Skeleton3D
var animation_player: AnimationPlayer var animation_player: AnimationPlayer
var loaded: bool = false var loaded: bool = false
@@ -222,6 +231,24 @@ func set_dancing(on: bool) -> void:
_dancing = on _dancing = on
## Play a named gameplay action (reload / throw / shoot) as a one-shot.
func play_action(action: String) -> void:
if ACTIONS.has(action):
play_oneshot(ACTIONS[action][0], ACTIONS[action][1])
## Aim pitch in radians (up positive) — the upper body follows the camera.
func set_aim_pitch(pitch: float) -> void:
if _pose_mod:
_pose_mod.aim_pitch = clampf(pitch, -1.2, 1.2)
## Kick the pose recoil (fires on every shot, local echo or remote replay).
func add_gun_recoil(strength: float = 1.0) -> void:
if _pose_mod:
_pose_mod.recoil = minf(_pose_mod.recoil + strength, 1.5)
## Same contract as HumanoidModel.update_state(). Called by the movement ## Same contract as HumanoidModel.update_state(). Called by the movement
## controller each frame with either local or network-synced state. ## controller each frame with either local or network-synced state.
func update_state(state: String, speed: float, is_crouching: bool = false) -> void: func update_state(state: String, speed: float, is_crouching: bool = false) -> void:
@@ -437,6 +464,8 @@ class ShooterPoseModifier extends SkeletonModifier3D:
var ads: float = 0.0 # 0 hip .. 1 aiming var ads: float = 0.0 # 0 hip .. 1 aiming
var slide: float = 0.0 # 0 .. 1 slide blend var slide: float = 0.0 # 0 .. 1 slide blend
var wall: float = 0.0 # -1 wall left .. +1 wall right (wall-run lean) var wall: float = 0.0 # -1 wall left .. +1 wall right (wall-run lean)
var aim_pitch: float = 0.0 # radians, up positive — upper body follows aim
var recoil: float = 0.0 # decaying shot kick
var state: String = "idle" var state: String = "idle"
var weapon_held: bool = false var weapon_held: bool = false
@@ -476,12 +505,42 @@ class ShooterPoseModifier extends SkeletonModifier3D:
_resolve() _resolve()
_apply_lean(skel) _apply_lean(skel)
if absf(aim_pitch) > 0.01:
_apply_aim_pitch(skel)
if slide > 0.01: if slide > 0.01:
_apply_slide(skel) _apply_slide(skel)
if absf(wall) > 0.01: if absf(wall) > 0.01:
_apply_wall_lean(skel) _apply_wall_lean(skel)
if weapon_held: if weapon_held:
_apply_weapon(skel) _apply_weapon(skel)
if recoil > 0.01:
_apply_recoil(skel)
recoil = lerpf(recoil, 0.0, 0.25)
# Upper body follows the camera pitch: distributed over spine/neck/head
# so looking up/down reads on the whole silhouette, not just the head.
func _apply_aim_pitch(skel: Skeleton3D) -> void:
# Positive camera pitch (looking up) arches the torso back.
var per := Quaternion.IDENTITY.slerp(
Quaternion(Vector3(1, 0, 0), -aim_pitch * 0.55), 1.0 / SPINE.size())
for n in SPINE:
_add_space(skel, _idx.get(n, -1), per)
var head_q := Quaternion(Vector3(1, 0, 0), -aim_pitch * 0.45)
_add_space(skel, _idx.get("DEF-neck", -1), Quaternion.IDENTITY.slerp(head_q, 0.5))
_add_space(skel, _idx.get("DEF-head", -1), Quaternion.IDENTITY.slerp(head_q, 0.5))
# Shot kick: shoulders snap back and up, forearms rise; decays fast.
func _apply_recoil(skel: Skeleton3D) -> void:
var k := recoil
var back := Quaternion(Vector3(1, 0, 0), -0.12 * k)
for n in ["DEF-spine.002", "DEF-spine.003"]:
_add_space(skel, _idx.get(n, -1), back)
var arm_up := Quaternion(Vector3(1, 0, 0), -0.3 * k)
_add_space(skel, _idx.get("DEF-upper_arm.R", -1), arm_up)
_add_space(skel, _idx.get("DEF-upper_arm.L", -1), arm_up)
_add_space(skel, _idx.get("DEF-forearm.R", -1), Quaternion(Vector3(1, 0, 0), -0.22 * k))
# Distribute a skeleton-space lean across the spine bones. # Distribute a skeleton-space lean across the spine bones.
func _apply_lean(skel: Skeleton3D) -> void: func _apply_lean(skel: Skeleton3D) -> void:
@@ -527,6 +586,11 @@ class ShooterPoseModifier extends SkeletonModifier3D:
var straighten := Quaternion(Vector3(1, 0, 0), SLIDE_KNEE * slide) var straighten := Quaternion(Vector3(1, 0, 0), SLIDE_KNEE * slide)
_add_space(skel, _idx.get("DEF-shin.R", -1), straighten) _add_space(skel, _idx.get("DEF-shin.R", -1), straighten)
_add_space(skel, _idx.get("DEF-shin.L", -1), straighten) _add_space(skel, _idx.get("DEF-shin.L", -1), straighten)
# Trailing arm braces back-and-down against the ground for balance.
var brace := Quaternion(Vector3(1, 0, 0), 0.9 * slide) \
* Quaternion(Vector3(0, 0, 1), -0.5 * slide)
_add_space(skel, _idx.get("DEF-upper_arm.L", -1), brace)
_add_space(skel, _idx.get("DEF-forearm.L", -1), Quaternion(Vector3(1, 0, 0), 0.35 * slide))
# Weapon hold. At the hip the base clip already keeps the arms down with the # Weapon hold. At the hip the base clip already keeps the arms down with the
# weapon (attached to the hand) at the side, so we leave it alone. On ADS we # weapon (attached to the hand) at the side, so we leave it alone. On ADS we
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@@ -295,6 +295,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
client_rep_config.add_property(":synced_loadout_sp") client_rep_config.add_property(":synced_loadout_sp")
client_rep_config.add_property(":synced_loadout_melee") client_rep_config.add_property(":synced_loadout_melee")
client_rep_config.add_property(":synced_loadout_ready") client_rep_config.add_property(":synced_loadout_ready")
client_rep_config.add_property(":synced_action")
client_rep_config.add_property(":synced_action_seq")
client_rep_config.add_property(":synced_is_targeting") client_rep_config.add_property(":synced_is_targeting")
client_rep_config.add_property(":synced_homing_target_pos") client_rep_config.add_property(":synced_homing_target_pos")
client_sync.replication_config = client_rep_config client_sync.replication_config = client_rep_config
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@@ -35,9 +35,11 @@ func _process(_delta: float) -> bool:
if p.has_method("set_third_person") and p.is_multiplayer_authority(): if p.has_method("set_third_person") and p.is_multiplayer_authority():
p.set_third_person(true) p.set_third_person(true)
Input.action_press("move_forward") Input.action_press("move_forward")
elif _frames == 320: elif _frames == 300:
_shot("tp_run") _shot("tp_run")
Input.action_release("move_forward") Input.action_release("move_forward")
elif _frames == 338:
_shot("tp_idle")
# Aerial overview of the whole map # Aerial overview of the whole map
var cam := root.get_camera_3d() var cam := root.get_camera_3d()
if cam: if cam:
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@@ -39,6 +39,13 @@ var footstep_player: AudioStreamPlayer
var footstep_streams: Array = [] var footstep_streams: Array = []
var land_player: AudioStreamPlayer var land_player: AudioStreamPlayer
var _remote_footstep_timer: float = 0.0 var _remote_footstep_timer: float = 0.0
# Networked one-shot animation actions (reload/throw): the owner bumps the
# sequence; remote peers play the named action when it changes.
@export var synced_action: String = ""
@export var synced_action_seq: int = 0
var _last_action_seq: int = 0
var _was_reloading: bool = false
var dash_player: AudioStreamPlayer var dash_player: AudioStreamPlayer
var recent_attackers: Dictionary = {} # attacker_id: timestamp var recent_attackers: Dictionary = {} # attacker_id: timestamp
var hit_player: AudioStreamPlayer var hit_player: AudioStreamPlayer
@@ -509,6 +516,11 @@ func rpc_play_fire_effects(origin: Vector3, target_or_dir: Vector3, _weapon_name
if sid != "" and am.has_sound(sid): if sid != "" and am.has_sound(sid):
am.play_3d(sid, origin) am.play_3d(sid, origin)
# Visible shot kick on the remote shooter's model
var rv = get_visual_model()
if rv and rv.has_method("add_gun_recoil"):
rv.add_gun_recoil()
if is_hitscan: if is_hitscan:
# Spawn a standalone tracer directly into the scene # Spawn a standalone tracer directly into the scene
_spawn_remote_tracer(origin, target_or_dir) _spawn_remote_tracer(origin, target_or_dir)
@@ -983,6 +995,13 @@ func _process(delta: float) -> void:
visual.set_wall_side(synced_wall_side) visual.set_wall_side(synced_wall_side)
if visual.has_method("set_dancing"): if visual.has_method("set_dancing"):
visual.set_dancing(synced_is_dancing) visual.set_dancing(synced_is_dancing)
# Upper body follows the owner's synced camera pitch
if visual.has_method("set_aim_pitch") and head_pivot:
visual.set_aim_pitch(head_pivot.rotation.x)
# Replayed one-shot actions (reload, grenade throw)
if visual.has_method("play_action") and synced_action_seq != _last_action_seq:
_last_action_seq = synced_action_seq
visual.play_action(synced_action)
# Check for weapon changes # Check for weapon changes
if synced_weapon_path != "" and synced_weapon_path != visual.get_meta("current_weapon_path", ""): if synced_weapon_path != "" and synced_weapon_path != visual.get_meta("current_weapon_path", ""):
visual.set_weapon(synced_weapon_path) visual.set_weapon(synced_weapon_path)
@@ -1002,6 +1021,18 @@ func _process(delta: float) -> void:
_remote_footstep_timer = 0.0 _remote_footstep_timer = 0.0
return return
# Local third-person model: aim pitch + reload one-shot (also broadcast
# to remote peers via the synced action counter)
var lvisual = get_visual_model()
if lvisual:
if lvisual.has_method("set_aim_pitch") and head_pivot:
lvisual.set_aim_pitch(head_pivot.rotation.x)
var lw = _active_weapon()
var now_reloading: bool = lw != null and "reloading" in lw and lw.reloading
if now_reloading and not _was_reloading:
_trigger_action("reload")
_was_reloading = now_reloading
# Update UI # Update UI
if is_instance_valid(health_bar): if is_instance_valid(health_bar):
health_bar.value = health health_bar.value = health
@@ -1311,9 +1342,29 @@ func _draw_trajectory() -> void:
current_pos = next_pos current_pos = next_pos
throw_vel = next_vel throw_vel = next_vel
## The local player's currently equipped weapon node (null if none).
func _active_weapon():
if not is_instance_valid(camera):
return null
var wman = camera.get_node_or_null("WeaponManager")
if wman and "active_slot" in wman and wman.weapons.has(wman.active_slot):
return wman.weapons[wman.active_slot]
return null
## Play a named one-shot on the local model and broadcast it to peers.
func _trigger_action(action: String) -> void:
synced_action = action
synced_action_seq += 1
var v = get_visual_model()
if v and v.has_method("play_action"):
v.play_action(action)
func _throw_grenade() -> void: func _throw_grenade() -> void:
if grenades <= 0: return if grenades <= 0: return
grenades -= 1 grenades -= 1
_trigger_action("throw")
var throw_speed = 20.0 var throw_speed = 20.0
var throw_up_speed = 5.0 var throw_up_speed = 5.0
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@@ -134,6 +134,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
client_rep_config.add_property(":synced_loadout_sp") client_rep_config.add_property(":synced_loadout_sp")
client_rep_config.add_property(":synced_loadout_melee") client_rep_config.add_property(":synced_loadout_melee")
client_rep_config.add_property(":synced_loadout_ready") client_rep_config.add_property(":synced_loadout_ready")
client_rep_config.add_property(":synced_action")
client_rep_config.add_property(":synced_action_seq")
client_rep_config.add_property(":synced_is_targeting") client_rep_config.add_property(":synced_is_targeting")
client_rep_config.add_property(":synced_homing_target_pos") client_rep_config.add_property(":synced_homing_target_pos")
client_sync.replication_config = client_rep_config client_sync.replication_config = client_rep_config
@@ -103,6 +103,8 @@ func _spawn_player(pid: int) -> CharacterBody3D:
client_rep_config.add_property(":synced_loadout_sp") client_rep_config.add_property(":synced_loadout_sp")
client_rep_config.add_property(":synced_loadout_melee") client_rep_config.add_property(":synced_loadout_melee")
client_rep_config.add_property(":synced_loadout_ready") client_rep_config.add_property(":synced_loadout_ready")
client_rep_config.add_property(":synced_action")
client_rep_config.add_property(":synced_action_seq")
client_rep_config.add_property(":synced_is_targeting") client_rep_config.add_property(":synced_is_targeting")
client_rep_config.add_property(":synced_homing_target_pos") client_rep_config.add_property(":synced_homing_target_pos")
client_sync.replication_config = client_rep_config client_sync.replication_config = client_rep_config
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@@ -66,6 +66,7 @@ LIBRARY_CLIP_MAP = {
"Pistol_Idle_Loop": "PistolIdle", # armed idle (weapon actually held up) "Pistol_Idle_Loop": "PistolIdle", # armed idle (weapon actually held up)
"Pistol_Shoot": "PistolShoot", "Pistol_Shoot": "PistolShoot",
"Pistol_Reload": "PistolReload", "Pistol_Reload": "PistolReload",
"Sword_Attack": "Throw", # overhead swing reads as a grenade throw
} }