New player model with anims!!!!!!
This commit is contained in:
@@ -48,8 +48,10 @@ func perform_attack() -> bool:
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if owner_character._body:
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owner_character._body.play_attack()
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# Find targets in range
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_find_and_damage_targets()
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# Delay damage until animation hits (roughly 70% through the animation)
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# This makes the damage apply when the swing actually connects
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var damage_delay = weapon_data.attack_cooldown * 0.4 # Adjust this multiplier to change when damage happens
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get_tree().create_timer(damage_delay).timeout.connect(_find_and_damage_targets)
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attack_performed.emit()
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return true
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+94
-9
@@ -11,6 +11,8 @@ extends Node3D
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# Weapon spawning counter (server-side only)
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var _weapon_spawn_counter: int = 0
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# Track active weapons for late-join sync (server-side only)
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var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
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# multiplayer chat
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@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
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@@ -53,8 +55,11 @@ func _spawn_initial_weapons():
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# Wait a frame for everything to be ready
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await get_tree().process_frame
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print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers())
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# Spawn a sword
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_sword.tres",
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Vector3(5, 1, 0),
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@@ -64,6 +69,7 @@ func _spawn_initial_weapons():
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# Spawn a shield
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_shield.tres",
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Vector3(-5, 1, 0),
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@@ -72,13 +78,24 @@ func _spawn_initial_weapons():
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)
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func _on_player_connected(peer_id, player_info):
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# for id in Network.players.keys():
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# var player_data = Network.players[id]
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# if id != peer_id:
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# rpc_id(peer_id, "sync_player_skin", id, player_data["skin"])
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_add_player(peer_id, player_info)
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# Sync existing weapons to the newly joined player (but not to server itself)
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if multiplayer.is_server() and peer_id != 1:
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print("[Server] Syncing weapons to newly connected peer: ", peer_id)
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print("[Server] Active weapons count: ", _active_weapons.size())
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for weapon_id in _active_weapons.keys():
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var weapon = _active_weapons[weapon_id]
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if is_instance_valid(weapon) and weapon.weapon_data:
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print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id)
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# Send current position and zero velocity for syncing
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rpc_id(peer_id, "_client_spawn_weapon",
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weapon.weapon_data.resource_path,
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weapon.global_position,
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Vector3.ZERO,
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weapon_id
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)
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func _on_host_pressed():
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menu.hide()
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Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
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@@ -206,8 +223,10 @@ func _on_jemz_preset():
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# ---------- WEAPON SPAWNING ----------
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## Spawn a weapon in the world (called from server, syncs to all clients)
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@rpc("authority", "call_local", "reliable")
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@rpc("any_peer", "call_local", "reliable")
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func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int):
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print("[Client ", multiplayer.get_unique_id(), "] spawn_world_weapon called for weapon_id: ", weapon_id)
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if not weapons_container:
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push_error("WeaponsContainer not found in level!")
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return
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@@ -221,15 +240,81 @@ func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initi
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# Create WorldWeapon instance
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var world_weapon = WorldWeapon.new()
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world_weapon.weapon_data = weapon_data
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print("[DEBUG] About to set weapon_id. Parameter weapon_id = ", weapon_id)
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world_weapon.weapon_id = weapon_id # Store the ID
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print("[DEBUG] After setting weapon_id. world_weapon.weapon_id = ", world_weapon.weapon_id)
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world_weapon.name = "WorldWeapon_" + str(weapon_id) # Deterministic name
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print("[DEBUG] Set weapon name to: ", world_weapon.name, " using weapon_id: ", weapon_id)
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world_weapon.position = spawn_position
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# Add to weapons container
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weapons_container.add_child(world_weapon, true)
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# Remove existing weapon with same name if it exists (prevents duplicates)
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var weapon_path = NodePath(world_weapon.name)
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if weapons_container.has_node(weapon_path):
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print("[DEBUG] Weapon ", world_weapon.name, " already exists, removing old one first")
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var old_weapon = weapons_container.get_node(weapon_path)
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weapons_container.remove_child(old_weapon)
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old_weapon.queue_free()
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print("Spawned weapon: ", world_weapon.name, " at ", spawn_position)
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# Add to weapons container
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weapons_container.add_child(world_weapon)
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print("[DEBUG] After add_child, weapon name in tree: ", world_weapon.name, " weapon_id: ", world_weapon.weapon_id)
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# Track this weapon on the server (AFTER adding to tree so signals work)
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if multiplayer.is_server():
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_active_weapons[weapon_id] = world_weapon
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print("[Server] Added weapon ", weapon_id, " to _active_weapons. Total: ", _active_weapons.size())
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# Connect to the weapon's removal signal
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world_weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon_id))
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print("[Peer ", multiplayer.get_unique_id(), "] Spawned weapon: ", world_weapon.name, " at ", spawn_position)
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# Apply velocity after physics is ready
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if initial_velocity != Vector3.ZERO:
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await get_tree().process_frame
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world_weapon.linear_velocity = initial_velocity
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## Remove a world weapon from all clients (called by WorldWeapon when picked up)
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func remove_world_weapon(weapon_id: int):
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print("[Server] remove_world_weapon called for weapon_id: ", weapon_id)
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if not multiplayer.is_server():
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print("[ERROR] remove_world_weapon called on client!")
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return
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# Broadcast removal to all clients
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print("[Server] Broadcasting removal RPC to all clients")
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rpc("_remove_weapon_on_clients", weapon_id)
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## RPC to remove weapon on all clients
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@rpc("any_peer", "call_local", "reliable")
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func _remove_weapon_on_clients(weapon_id: int):
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print("[Peer ", multiplayer.get_unique_id(), "] _remove_weapon_on_clients called for weapon_id: ", weapon_id)
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var weapon_name = "WorldWeapon_" + str(weapon_id)
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if weapons_container and weapons_container.has_node(weapon_name):
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var weapon = weapons_container.get_node(weapon_name)
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print("[Peer ", multiplayer.get_unique_id(), "] Removing weapon ", weapon_name)
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weapon.queue_free()
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else:
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print("[Peer ", multiplayer.get_unique_id(), "] WARNING: Weapon ", weapon_name, " not found in WeaponsContainer")
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## Called when a weapon is removed (picked up or destroyed)
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func _on_weapon_removed(weapon_id: int):
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if not multiplayer.is_server():
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return
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# Remove from tracking
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if _active_weapons.has(weapon_id):
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_active_weapons.erase(weapon_id)
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print("Removed weapon ", weapon_id, " from active tracking")
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## Client-only spawn (called via rpc_id for late-join sync)
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@rpc("any_peer", "reliable")
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func _client_spawn_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int):
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print("[Client ", multiplayer.get_unique_id(), "] _client_spawn_weapon received for weapon_id: ", weapon_id)
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# This only runs on clients, not server (no call_local)
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if multiplayer.is_server():
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print("[ERROR] _client_spawn_weapon called on server!")
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return
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# Call the regular spawn function to create the weapon
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print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally")
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spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id)
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@@ -0,0 +1,62 @@
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extends Node3D
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class_name LilguyBody
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const LERP_VELOCITY: float = 0.15
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@export_category("Objects")
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@export var _character: CharacterBody3D = null
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@export var animation_player: AnimationPlayer = null
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func apply_rotation(_velocity: Vector3) -> void:
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var new_rotation_y = lerp_angle(rotation.y, atan2(_velocity.x, _velocity.z), LERP_VELOCITY)
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rotation.y = new_rotation_y
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func animate(_velocity: Vector3) -> void:
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if not animation_player:
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return
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# Don't override attack animation if it's playing
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if animation_player.is_playing() and animation_player.current_animation == "Attack_OneHand":
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return
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# Check if we're dashing
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if _character._is_dashing:
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if animation_player.current_animation != "Jump":
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_play_animation("Jump")
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return
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if not _character.is_on_floor():
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if _velocity.y < 0:
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# Falling - use FallIdle animation
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_play_animation("FallIdle")
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else:
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_play_animation("Jump")
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return
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if _velocity:
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if _character.is_running() and _character.is_on_floor():
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# Sprint animation = Run for Lilguy
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_play_animation("Run")
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return
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# Walk animation for normal movement
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_play_animation("Walk")
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return
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# Idle - use FallIdle or Idle if it exists
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if animation_player.has_animation("Idle"):
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_play_animation("Idle")
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else:
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_play_animation("FallIdle")
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func _play_animation(anim_name: String):
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if animation_player and animation_player.has_animation(anim_name):
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animation_player.play(anim_name)
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# Silently ignore if animation doesn't exist
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func play_attack() -> void:
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if animation_player:
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# Play attack animation once (don't loop)
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animation_player.play("Attack_OneHand", -1, 1.0)
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# Ensure it doesn't loop
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animation_player.animation_set_next("Attack_OneHand", "")
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@@ -0,0 +1 @@
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uid://cf7jky1bcs560
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+76
-12
@@ -24,10 +24,10 @@ enum SkinColor { BLUE, YELLOW, GREEN, RED }
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@export var green_texture : CompressedTexture2D
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@export var red_texture : CompressedTexture2D
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@onready var _bottom_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Bottom")
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@onready var _chest_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Chest")
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@onready var _face_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Face")
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@onready var _limbs_head_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head")
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@onready var _bottom_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Bottom")
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@onready var _chest_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Chest")
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@onready var _face_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Face")
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@onready var _limbs_head_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head")
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var _current_speed: float
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@@ -61,6 +61,65 @@ func _ready():
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super._ready()
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set_respawn_point(Vector3(0, 5, 0))
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# Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably)
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if _body == null:
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for child in get_children():
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if child.name == "Armature" or child.name == "3DGodotRobot":
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_body = child
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print("Auto-found _body: ", child.name)
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break
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if _body == null:
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push_error("Could not find body node (Armature or 3DGodotRobot)!")
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# Auto-find spring arm offset
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if _spring_arm_offset == null:
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if has_node("SpringArmOffset"):
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_spring_arm_offset = get_node("SpringArmOffset")
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print("Auto-found _spring_arm_offset")
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else:
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push_error("Could not find SpringArmOffset!")
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# Auto-find weapon attachments if not set
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if _weapon_attachment == null:
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if has_node("Armature/Skeleton3D/WeaponPoint"):
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_weapon_attachment = get_node("Armature/Skeleton3D/WeaponPoint")
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print("Auto-found _weapon_attachment")
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elif has_node("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D"):
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_weapon_attachment = get_node("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
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print("Auto-found _weapon_attachment (robot)")
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else:
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print("WARNING: WeaponPoint not found! Check if you've added BoneAttachment3D nodes.")
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if has_node("Armature/Skeleton3D"):
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print("Skeleton3D children:")
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var skeleton = get_node("Armature/Skeleton3D")
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for child in skeleton.get_children():
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print(" - ", child.name, " (", child.get_class(), ")")
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# Auto-find weapon container
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if _weapon_container == null and _weapon_attachment:
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var container = _weapon_attachment.get_node_or_null("WeaponContainer")
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if container:
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_weapon_container = container
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print("Auto-found _weapon_container")
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# Auto-find offhand attachment
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if _offhand_attachment == null:
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if has_node("Armature/Skeleton3D/OffhandPoint"):
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_offhand_attachment = get_node("Armature/Skeleton3D/OffhandPoint")
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print("Auto-found _offhand_attachment")
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elif has_node("3DGodotRobot/RobotArmature/Skeleton3D/OffHandPoint"):
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_offhand_attachment = get_node("3DGodotRobot/RobotArmature/Skeleton3D/OffHandPoint")
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print("Auto-found _offhand_attachment (robot)")
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else:
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print("WARNING: OffhandPoint not found!")
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# Auto-find offhand container
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if _offhand_container == null and _offhand_attachment:
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var container = _offhand_attachment.get_node_or_null("OffhandContainer")
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if container:
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_offhand_container = container
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print("Auto-found _offhand_container")
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# Try to get optional health label
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if has_node("PlayerNick/HealthLabel"):
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health_label = get_node("PlayerNick/HealthLabel")
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@@ -539,16 +598,19 @@ func _flash_hurt():
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if not _body:
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return
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# Store original modulate
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var original_modulate = _body.modulate
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# Only works if _body has a modulate property (CanvasItem or some Node3D with visual children)
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if "modulate" in _body:
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# Store original modulate
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var original_modulate = _body.modulate
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# Flash red
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_body.modulate = Color(1.5, 0.5, 0.5, 1.0)
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# Flash red
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_body.modulate = Color(1.5, 0.5, 0.5, 1.0)
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# Return to normal after a brief moment
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await get_tree().create_timer(0.15).timeout
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if _body:
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_body.modulate = original_modulate
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# Return to normal after a brief moment
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await get_tree().create_timer(0.15).timeout
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if _body:
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_body.modulate = original_modulate
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# If no modulate, just skip the visual effect
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## Weapon System
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func _setup_weapon_pickup_area():
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@@ -589,9 +651,11 @@ func _on_weapon_area_exited(area: Area3D):
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## Equip a weapon from WorldWeapon data (receives resource path)
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@rpc("any_peer", "call_local", "reliable")
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func equip_weapon_from_world(weapon_data_path: String):
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print("[Client ", multiplayer.get_unique_id(), "] equip_weapon_from_world called for: ", weapon_data_path)
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var data = load(weapon_data_path) as WeaponData
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if data:
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equip_weapon(data)
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print("[Client ", multiplayer.get_unique_id(), "] Equipped weapon: ", data.weapon_name)
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else:
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push_error("Failed to load weapon data from: " + weapon_data_path)
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@@ -7,6 +7,7 @@ class_name WorldWeapon
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@export var weapon_data: WeaponData
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var weapon_id: int = -1 # Set by Level when spawned
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var _mesh_instance: Node3D = null
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var _collision_shape: CollisionShape3D = null
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var _pickup_area: Area3D = null
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@@ -119,15 +120,30 @@ func try_pickup(player_id: int):
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push_error("WeaponData has no resource path!")
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return
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# Check weapon_id is valid
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if weapon_id == -1:
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push_error("WorldWeapon.try_pickup: weapon_id is -1! This weapon was not spawned correctly.")
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print(" Weapon name: ", name)
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print(" Weapon data: ", weapon_data.resource_path if weapon_data else "null")
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return
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# Tell the player to equip this weapon (on all clients)
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print("[Server] Telling player ", player_id, " to equip weapon via RPC")
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player.rpc("equip_weapon_from_world", resource_path)
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# Remove this world weapon from all clients
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rpc("_remove_from_all_clients")
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# Remove this world weapon from all clients using level's centralized system
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print("[Server] Removing world weapon ", name, " (ID: ", weapon_id, ") via level.remove_world_weapon")
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if level.has_method("remove_world_weapon"):
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level.remove_world_weapon(weapon_id)
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else:
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push_error("Level doesn't have remove_world_weapon method!")
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## Remove weapon from all clients
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@rpc("any_peer", "call_local", "reliable")
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func _remove_from_all_clients():
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print("[Client ", multiplayer.get_unique_id(), "] Removing weapon ", name)
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# Delay removal to ensure RPC is fully processed
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await get_tree().process_frame
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queue_free()
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## Set weapon data and refresh
|
||||
|
||||
Reference in New Issue
Block a user