Hitbox Timing
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+12
-2
@@ -48,6 +48,7 @@ var is_blocking: bool = false
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@export var unarmed_active: float = 0.15 # Hit window duration
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var _attack_timer: float = 0.0
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var _unarmed_hitbox: HitBox = null
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var _is_unarmed_attacking: bool = false # Prevents overlapping unarmed attacks
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# Dash system
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@export var dash_speed_multiplier: float = 2.0
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@@ -430,10 +431,14 @@ func _perform_attack():
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if _body and _body.animation_player and _body.animation_player.current_animation.begins_with("Attack"):
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return
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if _attack_timer > 0:
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if _attack_timer > 0 or _is_unarmed_attacking:
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return
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_attack_timer = attack_cooldown
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# Calculate total attack duration and ensure cooldown covers it
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var total_duration = unarmed_startup + unarmed_active
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var cooldown = max(attack_cooldown, total_duration)
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_attack_timer = cooldown
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_is_unarmed_attacking = true
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# Play attack animation once
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if _body:
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@@ -650,6 +655,7 @@ func _on_unarmed_hit(target: Node, damage_amount: float, knockback_amount: float
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func _activate_unarmed_hitbox():
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if not _unarmed_hitbox:
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_is_unarmed_attacking = false
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return
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# STARTUP PHASE - Wait before activating (wind-up animation)
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@@ -657,6 +663,7 @@ func _activate_unarmed_hitbox():
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await get_tree().create_timer(unarmed_startup).timeout
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if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox):
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_is_unarmed_attacking = false
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return
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# ACTIVE PHASE - Hitbox on, can deal damage
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@@ -668,6 +675,9 @@ func _activate_unarmed_hitbox():
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if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
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_unarmed_hitbox.deactivate()
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# Attack complete
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_is_unarmed_attacking = false
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func _on_weapon_area_entered(area: Area3D):
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# Check if the area belongs to a WorldWeapon
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var weapon = area.get_parent()
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