Compare commits
16
Commits
| Author | SHA1 | Date | |
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97ebbb1618 | ||
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7629342540 | ||
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bdc507e852 |
Binary file not shown.
@@ -0,0 +1,17 @@
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[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3 uid="uid://b2q62xc0jw4w3"]
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||||||
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||||||
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[ext_resource type="PackedScene" uid="uid://cehc5ckhq2byd" path="res://level/scenes/weapons/Applecoremesh.tscn" id="1_1ytxi"]
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||||||
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[ext_resource type="Script" uid="uid://d2homvlmrg6xs" path="res://level/scripts/weapon_data.gd" id="2_hfi3c"]
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||||||
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||||||
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[resource]
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||||||
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script = ExtResource("2_hfi3c")
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||||||
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weapon_name = "Apple Sword"
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||||||
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description = "yum"
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||||||
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damage = 20.0
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||||||
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attack_range = 3.5
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||||||
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attack_cooldown = 0.6
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||||||
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knockback_force = 12.0
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||||||
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startup_time = 0.2
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||||||
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active_time = 1.0
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||||||
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mesh_scene = ExtResource("1_1ytxi")
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||||||
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weight = 2.0
|
||||||
@@ -0,0 +1,18 @@
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|||||||
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[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3 uid="uid://dyae861vxd8it"]
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||||||
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||||||
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[ext_resource type="Script" uid="uid://d2homvlmrg6xs" path="res://level/scripts/weapon_data.gd" id="1"]
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||||||
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[ext_resource type="PackedScene" uid="uid://cq8r5mkn3wvxj" path="res://level/scenes/weapons/LobsterAxeMesh.tscn" id="2"]
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||||||
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||||||
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[resource]
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||||||
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script = ExtResource("1")
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||||||
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weapon_name = "Lobster Axe"
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||||||
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description = "A heavy-hitting axe shaped like a lobster claw. Surprisingly quick for its size."
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||||||
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hand_type = 2
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||||||
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damage = 18.0
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||||||
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attack_cooldown = 0.7
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||||||
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attack_animation = "Attack_TwoHandSwing"
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||||||
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knockback_force = 14.0
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||||||
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startup_time = 0.2
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||||||
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active_time = 1.0
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||||||
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mesh_scene = ExtResource("2")
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||||||
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weight = 2.5
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||||||
@@ -12,6 +12,8 @@ damage = 8.0
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|||||||
attack_range = 2.5
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attack_range = 2.5
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||||||
attack_cooldown = 0.8
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attack_cooldown = 0.8
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||||||
knockback_force = 15.0
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knockback_force = 15.0
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||||||
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startup_time = 0.25
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||||||
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active_time = 0.15
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||||||
can_block = true
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can_block = true
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||||||
block_reduction = 0.7
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block_reduction = 0.7
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||||||
mesh_scene = ExtResource("2")
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mesh_scene = ExtResource("2")
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||||||
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|||||||
@@ -1,7 +1,7 @@
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|||||||
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3]
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[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3 uid="uid://cuwjmtrp4silp"]
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||||||
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||||||
[ext_resource type="Script" path="res://level/scripts/weapon_data.gd" id="1"]
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[ext_resource type="Script" uid="uid://d2homvlmrg6xs" path="res://level/scripts/weapon_data.gd" id="1"]
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||||||
[ext_resource type="PackedScene" path="res://level/scenes/weapons/sword_mesh.tscn" id="2"]
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[ext_resource type="PackedScene" uid="uid://dyjfaq654xne3" path="res://level/scenes/weapons/sword_mesh.tscn" id="2"]
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||||||
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||||||
[resource]
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[resource]
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||||||
script = ExtResource("1")
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script = ExtResource("1")
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||||||
@@ -11,7 +11,7 @@ damage = 15.0
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|||||||
attack_range = 3.5
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attack_range = 3.5
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||||||
attack_cooldown = 0.6
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attack_cooldown = 0.6
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||||||
knockback_force = 12.0
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knockback_force = 12.0
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||||||
attack_animation = "Attack1"
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startup_time = 0.12
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||||||
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active_time = 1.0
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||||||
mesh_scene = ExtResource("2")
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mesh_scene = ExtResource("2")
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||||||
pickup_radius = 1.5
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|
||||||
weight = 2.0
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weight = 2.0
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||||||
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|||||||
@@ -11,5 +11,7 @@ damage = 20.0
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|||||||
attack_range = 3.5
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attack_range = 3.5
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||||||
attack_cooldown = 0.6
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attack_cooldown = 0.6
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||||||
knockback_force = 12.0
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knockback_force = 12.0
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||||||
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startup_time = 0.1
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||||||
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active_time = 1.0
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||||||
mesh_scene = ExtResource("1_gdc1w")
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mesh_scene = ExtResource("1_gdc1w")
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||||||
weight = 2.0
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weight = 2.0
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||||||
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|||||||
@@ -1,122 +1,152 @@
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|||||||
[gd_scene load_steps=6 format=3 uid="uid://db06e8q8f8bdq"]
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[gd_scene load_steps=9 format=3 uid="uid://db06e8q8f8bdq"]
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||||||
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||||||
[ext_resource type="PackedScene" uid="uid://byw3ig2bs1wgu" path="res://assets/characters/player/LilguyRigged.glb" id="1_e6qwr"]
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[ext_resource type="Script" uid="uid://c2si8gkbnde0c" path="res://level/scripts/player.gd" id="1_player"]
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||||||
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[ext_resource type="PackedScene" uid="uid://b22ou40sbkavj" path="res://assets/characters/player/LilguyRigged.glb" id="2_lilguy"]
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||||||
[ext_resource type="Script" uid="uid://cf7jky1bcs560" path="res://level/scripts/lilguy_body.gd" id="3_body"]
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[ext_resource type="Script" uid="uid://cf7jky1bcs560" path="res://level/scripts/lilguy_body.gd" id="3_body"]
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||||||
[ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="9_dlyie"]
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[ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="4_spring"]
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||||||
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[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="5_hurtbox"]
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||||||
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||||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yxyay"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yxyay"]
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||||||
radius = 0.35796
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radius = 0.35796
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||||||
height = 1.73092
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height = 1.73092
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||||||
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||||||
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
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||||||
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radius = 0.4
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||||||
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height = 1.8
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||||||
|
|
||||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_xbohm"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_xbohm"]
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||||||
properties/0/path = NodePath(".:position")
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properties/0/path = NodePath(".:position")
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||||||
properties/0/spawn = true
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properties/0/spawn = true
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||||||
properties/0/replication_mode = 1
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properties/0/replication_mode = 1
|
||||||
properties/1/path = NodePath("AnimationPlayer:current_animation")
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properties/1/path = NodePath("LilguyRigged/AnimationPlayer:current_animation")
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||||||
properties/1/spawn = true
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properties/1/spawn = true
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||||||
properties/1/replication_mode = 1
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properties/1/replication_mode = 1
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||||||
properties/2/path = NodePath("PlayerNick/Nickname:text")
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properties/2/path = NodePath("PlayerNick/Nickname:text")
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||||||
properties/2/spawn = true
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properties/2/spawn = true
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||||||
properties/2/replication_mode = 1
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properties/2/replication_mode = 1
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||||||
properties/3/path = NodePath("Armature:rotation")
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properties/3/path = NodePath("LilguyRigged/Armature:rotation")
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||||||
properties/3/spawn = true
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properties/3/spawn = true
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||||||
properties/3/replication_mode = 1
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properties/3/replication_mode = 1
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||||||
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|
||||||
[node name="LilguyRigged" instance=ExtResource("1_e6qwr")]
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[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("_body", "_spring_arm_offset", "_weapon_attachment", "_weapon_container", "_offhand_attachment", "_offhand_container")]
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||||||
collision_mask = 3
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collision_mask = 3
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||||||
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script = ExtResource("1_player")
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||||||
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_body = NodePath("LilguyRigged/Armature")
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||||||
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_spring_arm_offset = NodePath("SpringArmOffset")
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||||||
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_weapon_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint")
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||||||
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_weapon_container = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint/WeaponContainer")
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||||||
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_offhand_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint")
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||||||
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_offhand_container = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint/OffhandContainer")
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||||||
|
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||||||
[node name="Armature" parent="." index="0" node_paths=PackedStringArray("_character", "animation_player")]
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[node name="LilguyRigged" parent="." instance=ExtResource("2_lilguy")]
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||||||
|
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||||||
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[node name="Armature" parent="LilguyRigged" index="0" node_paths=PackedStringArray("_character", "animation_player")]
|
||||||
transform = Transform3D(0.003, 0, 0, 0, -1.3113416e-10, -0.003, 0, 0.003, -1.3113416e-10, 0, 0, 0)
|
transform = Transform3D(0.003, 0, 0, 0, -1.3113416e-10, -0.003, 0, 0.003, -1.3113416e-10, 0, 0, 0)
|
||||||
script = ExtResource("3_body")
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script = ExtResource("3_body")
|
||||||
_character = NodePath("..")
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_character = NodePath("../..")
|
||||||
animation_player = NodePath("../AnimationPlayer")
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animation_player = NodePath("../AnimationPlayer")
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||||||
|
|
||||||
[node name="Skeleton3D" parent="Armature" index="0"]
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[node name="Skeleton3D" parent="LilguyRigged/Armature" index="0"]
|
||||||
bones/0/position = Vector3(-0.32852697, 2.914154, -546.76843)
|
bones/0/position = Vector3(-0.32859802, 2.9141626, -546.76843)
|
||||||
bones/0/rotation = Quaternion(-0.6608288, 0.28933647, -0.19178489, 0.6654384)
|
bones/0/rotation = Quaternion(-0.6608289, 0.28933656, -0.19178493, 0.66543835)
|
||||||
bones/1/position = Vector3(0.054167695, 63.219894, -3.33786e-06)
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bones/1/position = Vector3(0.054167695, 63.219894, -3.33786e-06)
|
||||||
bones/1/rotation = Quaternion(0.015321622, 0.025352472, 0.09471857, 0.99506325)
|
bones/1/rotation = Quaternion(0.015321612, 0.025352655, 0.0947179, 0.99506336)
|
||||||
bones/2/position = Vector3(-1.8112361e-05, 73.7566, -1.621247e-05)
|
bones/2/position = Vector3(-1.8112361e-05, 73.7566, -1.621247e-05)
|
||||||
bones/2/rotation = Quaternion(0.03465983, 0.05047194, 0.051301006, 0.99680465)
|
bones/2/rotation = Quaternion(0.034659874, 0.050472155, 0.051301125, 0.99680465)
|
||||||
bones/3/position = Vector3(-3.0510128e-05, 84.29319, 9.059899e-06)
|
bones/3/position = Vector3(-3.0510128e-05, 84.29319, 9.059899e-06)
|
||||||
bones/3/rotation = Quaternion(0.029244617, 0.05379084, -0.051849358, 0.9967763)
|
bones/3/rotation = Quaternion(0.029244598, 0.05379088, -0.051849354, 0.99677634)
|
||||||
bones/4/position = Vector3(3.8038404e-05, 94.83001, 1.9073414e-06)
|
bones/4/position = Vector3(3.8038404e-05, 94.83001, 1.9073414e-06)
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||||||
bones/4/rotation = Quaternion(0.0006216668, 0.08164933, 0.020402616, 0.99645215)
|
bones/4/rotation = Quaternion(0.0006217413, 0.08164966, 0.020404326, 0.9964521)
|
||||||
bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06)
|
bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06)
|
||||||
bones/5/rotation = Quaternion(0.03735582, 0.19943666, -0.04159315, 0.97831464)
|
bones/5/rotation = Quaternion(0.037355006, 0.19943582, -0.04159446, 0.9783148)
|
||||||
bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06)
|
bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06)
|
||||||
bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175)
|
bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175)
|
||||||
bones/7/rotation = Quaternion(0.8036073, -0.09628729, 0.106725484, 0.57754105)
|
bones/7/rotation = Quaternion(0.80360717, -0.09628771, 0.10672592, 0.57754105)
|
||||||
bones/8/position = Vector3(4.5403274e-05, 110.91907, 9.404198e-05)
|
bones/8/position = Vector3(4.5403274e-05, 110.91907, 9.404198e-05)
|
||||||
bones/8/rotation = Quaternion(0.25522032, -0.08967137, 0.029357875, 0.962268)
|
bones/8/rotation = Quaternion(0.25522023, -0.08967148, 0.029356971, 0.9622681)
|
||||||
bones/9/position = Vector3(2.3064584e-05, 173.66367, 5.063071e-05)
|
bones/9/position = Vector3(2.3064584e-05, 173.66367, 5.063071e-05)
|
||||||
bones/9/rotation = Quaternion(0.0878422, -0.16096674, 0.2433837, 0.9524378)
|
bones/9/rotation = Quaternion(0.08784258, -0.16096693, 0.24338366, 0.95243776)
|
||||||
bones/10/position = Vector3(-2.2947788e-05, 166.48767, -1.2734416e-05)
|
bones/10/position = Vector3(-2.2947788e-05, 166.48767, -1.2734416e-05)
|
||||||
bones/11/position = Vector3(0.23053212, 76.75536, -52.28617)
|
bones/11/position = Vector3(0.23053212, 76.75536, -52.28617)
|
||||||
bones/11/rotation = Quaternion(0.14271575, -0.5852634, 0.782287, 0.15851216)
|
bones/11/rotation = Quaternion(0.14271267, -0.5852636, 0.7822879, 0.15851)
|
||||||
bones/12/position = Vector3(1.532285e-05, 110.91911, 4.0430357e-05)
|
bones/12/position = Vector3(1.532285e-05, 110.91911, 4.0430357e-05)
|
||||||
bones/12/rotation = Quaternion(0.32196987, 0.13412467, 0.27112576, 0.8971269)
|
bones/12/rotation = Quaternion(0.32197043, 0.13412262, 0.2711233, 0.89712787)
|
||||||
bones/13/position = Vector3(1.5523525e-05, 173.6661, 0.00010698747)
|
bones/13/position = Vector3(1.5523525e-05, 173.6661, 0.00010698747)
|
||||||
bones/13/rotation = Quaternion(0.09037647, 0.101556264, -0.39819276, 0.90717196)
|
bones/13/rotation = Quaternion(0.090376236, 0.10155637, -0.39819276, 0.90717196)
|
||||||
bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05)
|
bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05)
|
||||||
bones/15/position = Vector3(0.6496186, -35.1185, 49.84838)
|
bones/15/position = Vector3(0.6496186, -35.1185, 49.84838)
|
||||||
bones/15/rotation = Quaternion(0.38543195, 0.163806, 0.8217493, 0.3864424)
|
bones/15/rotation = Quaternion(0.38543156, 0.16380574, 0.82174975, 0.38644233)
|
||||||
bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06)
|
bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06)
|
||||||
bones/16/rotation = Quaternion(-0.05300442, 0.17209676, 0.3905684, 0.90278995)
|
bones/16/rotation = Quaternion(-0.053004134, 0.17209636, 0.39056766, 0.90279037)
|
||||||
bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05)
|
bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05)
|
||||||
bones/17/rotation = Quaternion(0.24982396, 0.64725155, -0.6711768, 0.2611037)
|
bones/17/rotation = Quaternion(0.2498236, 0.64725155, -0.67117685, 0.26110402)
|
||||||
bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06)
|
bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06)
|
||||||
bones/18/rotation = Quaternion(0.11539763, 0.017187234, -0.0100022685, 0.9931203)
|
bones/18/rotation = Quaternion(0.11539694, 0.017187497, -0.010002339, 0.9931204)
|
||||||
bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06)
|
bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06)
|
||||||
bones/20/position = Vector3(0.014209064, -35.118507, -49.848385)
|
bones/20/position = Vector3(0.014209064, -35.118507, -49.848385)
|
||||||
bones/20/rotation = Quaternion(-0.07370265, -0.18747172, 0.9412239, 0.2711456)
|
bones/20/rotation = Quaternion(-0.07370261, -0.18747209, 0.94122386, 0.27114522)
|
||||||
bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06)
|
bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06)
|
||||||
bones/21/rotation = Quaternion(-0.03735361, -0.04220169, 0.46135134, 0.8854257)
|
bones/21/rotation = Quaternion(-0.037353504, -0.04220154, 0.46134973, 0.88542664)
|
||||||
bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05)
|
bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05)
|
||||||
bones/22/rotation = Quaternion(0.7933202, 0.12858748, -0.3622723, 0.47208822)
|
bones/22/rotation = Quaternion(0.79332, 0.1285891, -0.36227074, 0.47208923)
|
||||||
bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06)
|
bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06)
|
||||||
bones/23/rotation = Quaternion(0.11885707, 0.009521758, -0.0077993367, 0.9928351)
|
bones/23/rotation = Quaternion(0.11885707, 0.009522018, -0.0077985795, 0.9928351)
|
||||||
bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06)
|
bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06)
|
||||||
|
|
||||||
[node name="WeaponPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="1"]
|
[node name="WeaponPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="1"]
|
||||||
transform = Transform3D(-0.43292555, -0.61284775, 0.6610542, 0.7782953, 0.11585887, 0.61711675, -0.45478758, 0.78166103, 0.42681834, -352.38528, -73.5694, -531.96124)
|
transform = Transform3D(-0.4329258, -0.61284786, 0.6610537, 0.7782944, 0.11585927, 0.6171174, -0.45478824, 0.78166056, 0.42681772, -352.385, -73.56995, -531.9614)
|
||||||
bone_name = "mixamorig_RightHand"
|
bone_name = "mixamorig_RightHand"
|
||||||
bone_idx = 14
|
bone_idx = 14
|
||||||
|
|
||||||
[node name="WeaponContainer" type="Node3D" parent="Armature/Skeleton3D/WeaponPoint" index="0"]
|
[node name="WeaponContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/WeaponPoint"]
|
||||||
transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694)
|
transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694)
|
||||||
|
|
||||||
[node name="OffhandPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="2"]
|
[node name="OffhandPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="2"]
|
||||||
transform = Transform3D(0.6212382, -0.004605584, -0.7836083, -0.620316, 0.60813713, -0.49535576, 0.47882265, 0.7938187, 0.37494114, 135.65903, 334.35764, -511.2708)
|
transform = Transform3D(0.62123704, -0.004605159, -0.7836091, -0.62031674, 0.6081372, -0.49535444, 0.4788229, 0.79381835, 0.3749406, 135.65929, 334.35745, -511.27094)
|
||||||
bone_name = "mixamorig_LeftHand"
|
bone_name = "mixamorig_LeftHand"
|
||||||
bone_idx = 10
|
bone_idx = 10
|
||||||
|
|
||||||
[node name="OffhandContainer" type="Node3D" parent="Armature/Skeleton3D/OffhandPoint" index="0"]
|
[node name="OffhandContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/OffhandPoint"]
|
||||||
transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211)
|
transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211)
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"]
|
[node name="AnimationPlayer" parent="LilguyRigged" index="1"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.066, 0.828, 0.01)
|
speed_scale = 2.0
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.066, 1.647685, 0.01)
|
||||||
shape = SubResource("CapsuleShape3D_yxyay")
|
shape = SubResource("CapsuleShape3D_yxyay")
|
||||||
|
|
||||||
[node name="SpringArmOffset" type="Node3D" parent="." index="3" node_paths=PackedStringArray("_spring_arm")]
|
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
|
||||||
|
collision_layer = 16
|
||||||
|
collision_mask = 0
|
||||||
|
script = ExtResource("5_hurtbox")
|
||||||
|
owner_entity = NodePath("..")
|
||||||
|
|
||||||
|
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
|
||||||
|
transform = Transform3D(1.9228287, 0, 0, 0, 1.4454772, 0, 0, 0, 1.4906956, -0.066, 2.0836046, 0.01)
|
||||||
|
shape = SubResource("CapsuleShape3D_hurtbox")
|
||||||
|
|
||||||
|
[node name="SpringArmOffset" type="Node3D" parent="." node_paths=PackedStringArray("_spring_arm")]
|
||||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
|
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
|
||||||
script = ExtResource("9_dlyie")
|
script = ExtResource("4_spring")
|
||||||
_spring_arm = NodePath("SpringArm3D")
|
_spring_arm = NodePath("SpringArm3D")
|
||||||
|
|
||||||
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset" index="0"]
|
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
||||||
spring_length = 5.0
|
spring_length = 10.0
|
||||||
|
|
||||||
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D" index="0"]
|
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
|
||||||
current = true
|
current = true
|
||||||
|
|
||||||
[node name="PlayerNick" type="Node3D" parent="." index="4"]
|
[node name="PlayerNick" type="Node3D" parent="."]
|
||||||
|
|
||||||
[node name="Nickname" type="Label3D" parent="PlayerNick" index="0"]
|
[node name="Nickname" type="Label3D" parent="PlayerNick"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.97037, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.97037, 0)
|
||||||
billboard = 1
|
billboard = 1
|
||||||
outline_modulate = Color(0, 0, 0, 0.301961)
|
outline_modulate = Color(0, 0, 0, 0.301961)
|
||||||
text = "player name test"
|
text = "player name test"
|
||||||
|
|
||||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="5"]
|
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||||
replication_config = SubResource("SceneReplicationConfig_xbohm")
|
replication_config = SubResource("SceneReplicationConfig_xbohm")
|
||||||
|
|
||||||
|
[editable path="LilguyRigged"]
|
||||||
|
|||||||
@@ -0,0 +1,124 @@
|
|||||||
|
[gd_scene load_steps=5 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://level/scripts/armed_enemy.gd" id="1_armed_enemy"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://b22ou40sbkavj" path="res://assets/characters/player/LilguyRigged.glb" id="2_lilguy"]
|
||||||
|
[ext_resource type="Script" uid="uid://cf7jky1bcs560" path="res://level/scripts/lilguy_body.gd" id="3_body"]
|
||||||
|
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="4_hurtbox"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||||
|
radius = 0.35796
|
||||||
|
height = 1.73092
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
|
||||||
|
radius = 0.4
|
||||||
|
height = 1.8
|
||||||
|
|
||||||
|
[node name="ArmedEnemy" type="CharacterBody3D" node_paths=PackedStringArray("_body", "_weapon_attachment", "_weapon_container", "_offhand_attachment", "_offhand_container")]
|
||||||
|
collision_mask = 3
|
||||||
|
script = ExtResource("1_armed_enemy")
|
||||||
|
_body = NodePath("LilguyRigged/Armature")
|
||||||
|
_weapon_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint")
|
||||||
|
_weapon_container = NodePath("LilguyRigged/Armature/Skeleton3D/WeaponPoint/WeaponContainer")
|
||||||
|
_offhand_attachment = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint")
|
||||||
|
_offhand_container = NodePath("LilguyRigged/Armature/Skeleton3D/OffhandPoint/OffhandContainer")
|
||||||
|
move_speed = 4.0
|
||||||
|
detection_range = 100.0
|
||||||
|
max_health = 50.0
|
||||||
|
respawn_delay = 10.0
|
||||||
|
|
||||||
|
[node name="LilguyRigged" parent="." instance=ExtResource("2_lilguy")]
|
||||||
|
|
||||||
|
[node name="Armature" parent="LilguyRigged" index="0" node_paths=PackedStringArray("_character", "animation_player")]
|
||||||
|
transform = Transform3D(0.003, 0, 0, 0, -1.3113416e-10, -0.003, 0, 0.003, -1.3113416e-10, 0, 0, 0)
|
||||||
|
script = ExtResource("3_body")
|
||||||
|
_character = NodePath("../..")
|
||||||
|
animation_player = NodePath("../AnimationPlayer")
|
||||||
|
|
||||||
|
[node name="Skeleton3D" parent="LilguyRigged/Armature" index="0"]
|
||||||
|
bones/0/position = Vector3(-0.32859802, 2.9141626, -546.76843)
|
||||||
|
bones/0/rotation = Quaternion(-0.6608289, 0.28933656, -0.19178493, 0.66543835)
|
||||||
|
bones/1/position = Vector3(0.054167695, 63.219894, -3.33786e-06)
|
||||||
|
bones/1/rotation = Quaternion(0.015321612, 0.025352655, 0.0947179, 0.99506336)
|
||||||
|
bones/2/position = Vector3(-1.8112361e-05, 73.7566, -1.621247e-05)
|
||||||
|
bones/2/rotation = Quaternion(0.034659874, 0.050472155, 0.051301125, 0.99680465)
|
||||||
|
bones/3/position = Vector3(-3.0510128e-05, 84.29319, 9.059899e-06)
|
||||||
|
bones/3/rotation = Quaternion(0.029244598, 0.05379088, -0.051849354, 0.99677634)
|
||||||
|
bones/4/position = Vector3(3.8038404e-05, 94.83001, 1.9073414e-06)
|
||||||
|
bones/4/rotation = Quaternion(0.0006217413, 0.08164966, 0.020404326, 0.9964521)
|
||||||
|
bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06)
|
||||||
|
bones/5/rotation = Quaternion(0.037355006, 0.19943582, -0.04159446, 0.9783148)
|
||||||
|
bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06)
|
||||||
|
bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175)
|
||||||
|
bones/7/rotation = Quaternion(0.80360717, -0.09628771, 0.10672592, 0.57754105)
|
||||||
|
bones/8/position = Vector3(4.5403274e-05, 110.91907, 9.404198e-05)
|
||||||
|
bones/8/rotation = Quaternion(0.25522023, -0.08967148, 0.029356971, 0.9622681)
|
||||||
|
bones/9/position = Vector3(2.3064584e-05, 173.66367, 5.063071e-05)
|
||||||
|
bones/9/rotation = Quaternion(0.08784258, -0.16096693, 0.24338366, 0.95243776)
|
||||||
|
bones/10/position = Vector3(-2.2947788e-05, 166.48767, -1.2734416e-05)
|
||||||
|
bones/11/position = Vector3(0.23053212, 76.75536, -52.28617)
|
||||||
|
bones/11/rotation = Quaternion(0.14271267, -0.5852636, 0.7822879, 0.15851)
|
||||||
|
bones/12/position = Vector3(1.532285e-05, 110.91911, 4.0430357e-05)
|
||||||
|
bones/12/rotation = Quaternion(0.32197043, 0.13412262, 0.2711233, 0.89712787)
|
||||||
|
bones/13/position = Vector3(1.5523525e-05, 173.6661, 0.00010698747)
|
||||||
|
bones/13/rotation = Quaternion(0.090376236, 0.10155637, -0.39819276, 0.90717196)
|
||||||
|
bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05)
|
||||||
|
bones/15/position = Vector3(0.6496186, -35.1185, 49.84838)
|
||||||
|
bones/15/rotation = Quaternion(0.38543156, 0.16380574, 0.82174975, 0.38644233)
|
||||||
|
bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06)
|
||||||
|
bones/16/rotation = Quaternion(-0.053004134, 0.17209636, 0.39056766, 0.90279037)
|
||||||
|
bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05)
|
||||||
|
bones/17/rotation = Quaternion(0.2498236, 0.64725155, -0.67117685, 0.26110402)
|
||||||
|
bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06)
|
||||||
|
bones/18/rotation = Quaternion(0.11539694, 0.017187497, -0.010002339, 0.9931204)
|
||||||
|
bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06)
|
||||||
|
bones/20/position = Vector3(0.014209064, -35.118507, -49.848385)
|
||||||
|
bones/20/rotation = Quaternion(-0.07370261, -0.18747209, 0.94122386, 0.27114522)
|
||||||
|
bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06)
|
||||||
|
bones/21/rotation = Quaternion(-0.037353504, -0.04220154, 0.46134973, 0.88542664)
|
||||||
|
bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05)
|
||||||
|
bones/22/rotation = Quaternion(0.79332, 0.1285891, -0.36227074, 0.47208923)
|
||||||
|
bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06)
|
||||||
|
bones/23/rotation = Quaternion(0.11885707, 0.009522018, -0.0077985795, 0.9928351)
|
||||||
|
bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06)
|
||||||
|
|
||||||
|
[node name="WeaponPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="1"]
|
||||||
|
transform = Transform3D(-0.4329258, -0.61284786, 0.6610537, 0.7782944, 0.11585927, 0.6171174, -0.45478824, 0.78166056, 0.42681772, -352.385, -73.56995, -531.9614)
|
||||||
|
bone_name = "mixamorig_RightHand"
|
||||||
|
bone_idx = 14
|
||||||
|
|
||||||
|
[node name="WeaponContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/WeaponPoint"]
|
||||||
|
transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694)
|
||||||
|
|
||||||
|
[node name="OffhandPoint" type="BoneAttachment3D" parent="LilguyRigged/Armature/Skeleton3D" index="2"]
|
||||||
|
transform = Transform3D(0.62123704, -0.004605159, -0.7836091, -0.62031674, 0.6081372, -0.49535444, 0.4788229, 0.79381835, 0.3749406, 135.65929, 334.35745, -511.27094)
|
||||||
|
bone_name = "mixamorig_LeftHand"
|
||||||
|
bone_idx = 10
|
||||||
|
|
||||||
|
[node name="OffhandContainer" type="Node3D" parent="LilguyRigged/Armature/Skeleton3D/OffhandPoint"]
|
||||||
|
transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211)
|
||||||
|
|
||||||
|
[node name="AnimationPlayer" parent="LilguyRigged" index="1"]
|
||||||
|
speed_scale = 2.0
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.066, 1.647685, 0.01)
|
||||||
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
|
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
|
||||||
|
collision_layer = 16
|
||||||
|
collision_mask = 0
|
||||||
|
script = ExtResource("4_hurtbox")
|
||||||
|
owner_entity = NodePath("..")
|
||||||
|
|
||||||
|
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
|
||||||
|
transform = Transform3D(1.9228287, 0, 0, 0, 1.4454772, 0, 0, 0, 1.4906956, -0.066, 2.0836046, 0.01)
|
||||||
|
shape = SubResource("CapsuleShape3D_hurtbox")
|
||||||
|
|
||||||
|
[node name="EnemyLabel" type="Label3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.2, 0)
|
||||||
|
billboard = 1
|
||||||
|
modulate = Color(1, 0.3, 0.3, 1)
|
||||||
|
outline_modulate = Color(0, 0, 0, 0.4)
|
||||||
|
text = "Armed Enemy"
|
||||||
|
|
||||||
|
[editable path="LilguyRigged"]
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
[gd_scene load_steps=8 format=3 uid="uid://byknup31d2b53"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://cd87rsuiqhdav" path="res://level/scripts/basic_enemy.gd" id="1_basic_enemy"]
|
||||||
|
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="2_hurtbox"]
|
||||||
|
[ext_resource type="ArrayMesh" uid="uid://dy0xld0fpulmk" path="res://assets/characters/Lobster/10029_Lobster_v1_iterations-2.obj" id="2_obxet"]
|
||||||
|
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="3_hitbox"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||||
|
height = 1.869873
|
||||||
|
|
||||||
|
[sub_resource type="SphereShape3D" id="SphereShape3D_hitbox"]
|
||||||
|
radius = 2.0
|
||||||
|
|
||||||
|
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_enemy"]
|
||||||
|
properties/0/path = NodePath(".:position")
|
||||||
|
properties/0/spawn = true
|
||||||
|
properties/0/replication_mode = 1
|
||||||
|
properties/1/path = NodePath(".:rotation")
|
||||||
|
properties/1/spawn = true
|
||||||
|
properties/1/replication_mode = 1
|
||||||
|
|
||||||
|
[node name="BasicEnemy" type="CharacterBody3D"]
|
||||||
|
collision_mask = 3
|
||||||
|
script = ExtResource("1_basic_enemy")
|
||||||
|
move_speed = 3.5
|
||||||
|
attack_damage = 5.0
|
||||||
|
detection_range = 500.0
|
||||||
|
max_health = 10.0
|
||||||
|
|
||||||
|
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||||||
|
transform = Transform3D(-0.29981995, -0.01038597, -0.00033419454, 0.00636219, -0.19110087, 0.23117083, -0.008215994, 0.23102501, 0.19120643, 0, 0.41641736, 0)
|
||||||
|
mesh = ExtResource("2_obxet")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 1, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
|
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
|
||||||
|
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, -0.47265148, 0)
|
||||||
|
collision_layer = 16
|
||||||
|
collision_mask = 0
|
||||||
|
script = ExtResource("2_hurtbox")
|
||||||
|
owner_entity = NodePath("..")
|
||||||
|
|
||||||
|
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9349365, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
|
[node name="HitBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.8, -1.2)
|
||||||
|
collision_layer = 0
|
||||||
|
collision_mask = 16
|
||||||
|
script = ExtResource("3_hitbox")
|
||||||
|
damage = 15.0
|
||||||
|
knockback = 10.0
|
||||||
|
owner_entity = NodePath("..")
|
||||||
|
|
||||||
|
[node name="HitBoxShape" type="CollisionShape3D" parent="HitBox"]
|
||||||
|
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 0, 0.13992286, 0)
|
||||||
|
shape = SubResource("SphereShape3D_hitbox")
|
||||||
|
|
||||||
|
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||||
|
replication_config = SubResource("SceneReplicationConfig_enemy")
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
[gd_scene load_steps=7 format=3 uid="uid://dif4t1y3c07ax"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://level/scripts/practice_dummy.gd" id="1_dummy"]
|
||||||
|
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="2_hurtbox"]
|
||||||
|
|
||||||
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_dummy"]
|
||||||
|
albedo_color = Color(0.8, 0.6, 0.4, 1)
|
||||||
|
metallic = 0.2
|
||||||
|
roughness = 0.8
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleMesh" id="CapsuleMesh_dummy"]
|
||||||
|
material = SubResource("StandardMaterial3D_dummy")
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_body"]
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"]
|
||||||
|
radius = 0.6
|
||||||
|
height = 2.2
|
||||||
|
|
||||||
|
[node name="PracticeDummy" type="CharacterBody3D"]
|
||||||
|
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0, 0)
|
||||||
|
collision_mask = 2
|
||||||
|
script = ExtResource("1_dummy")
|
||||||
|
detection_range = 0.0
|
||||||
|
is_aggressive = false
|
||||||
|
respawn_delay = 5.0
|
||||||
|
|
||||||
|
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||||
|
mesh = SubResource("CapsuleMesh_dummy")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_body")
|
||||||
|
|
||||||
|
[node name="HurtBox" type="Area3D" parent="." node_paths=PackedStringArray("owner_entity")]
|
||||||
|
collision_layer = 16
|
||||||
|
collision_mask = 0
|
||||||
|
script = ExtResource("2_hurtbox")
|
||||||
|
owner_entity = NodePath("..")
|
||||||
|
|
||||||
|
[node name="HurtBoxShape" type="CollisionShape3D" parent="HurtBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
|
||||||
|
shape = SubResource("CapsuleShape3D_hurtbox")
|
||||||
|
|
||||||
|
[node name="HealthLabel" type="Label3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
|
||||||
|
billboard = 1
|
||||||
|
text = "HP: 100/100"
|
||||||
|
font_size = 24
|
||||||
|
outline_size = 8
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
[gd_scene load_steps=4 format=3 uid="uid://blm8lav3xh2yw"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://level/scripts/enemy_spawner.gd" id="1_spawner"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://byknup31d2b53" path="res://level/scenes/enemies/basic_enemy.tscn" id="2_basic_enemy"]
|
||||||
|
|
||||||
|
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_indicator"]
|
||||||
|
albedo_color = Color(1, 0.5, 0, 0.3)
|
||||||
|
transparency = 1
|
||||||
|
cull_mode = 2
|
||||||
|
shading_mode = 0
|
||||||
|
|
||||||
|
[node name="EnemySpawner" type="Node3D"]
|
||||||
|
script = ExtResource("1_spawner")
|
||||||
|
spawn_radius = 20.0
|
||||||
|
spawn_height = 0.5
|
||||||
|
enemies_per_wave = 10
|
||||||
|
auto_start_next_wave = false
|
||||||
|
wave_delay = 5.0
|
||||||
|
enemy_scenes = Array[PackedScene]([ExtResource("2_basic_enemy")])
|
||||||
|
|
||||||
|
[node name="SpawnRadiusIndicator" type="MeshInstance3D" parent="."]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1, 0)
|
||||||
|
visible = false
|
||||||
|
material_override = SubResource("StandardMaterial3D_indicator")
|
||||||
|
|
||||||
|
[node name="CenterMarker" type="MeshInstance3D" parent="."]
|
||||||
|
transform = Transform3D(0.5, 0, 0, 0, 2, 0, 0, 0, 0.5, 0, 1, 0)
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
[gd_scene load_steps=5 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://level/scripts/health_orb.gd" id="1_orb"]
|
||||||
|
|
||||||
|
[sub_resource type="SphereMesh" id="SphereMesh_orb"]
|
||||||
|
radius = 0.35
|
||||||
|
height = 0.7
|
||||||
|
|
||||||
|
[sub_resource type="StandardMaterial3D" id="Mat_orb"]
|
||||||
|
albedo_color = Color(0.2, 1, 0.35, 1)
|
||||||
|
emission_enabled = true
|
||||||
|
emission = Color(0.2, 1, 0.35, 1)
|
||||||
|
emission_energy_multiplier = 2.0
|
||||||
|
|
||||||
|
[sub_resource type="SphereShape3D" id="Shape_orb"]
|
||||||
|
radius = 0.8
|
||||||
|
|
||||||
|
[node name="HealthOrb" type="Area3D"]
|
||||||
|
script = ExtResource("1_orb")
|
||||||
|
|
||||||
|
[node name="Mesh" type="MeshInstance3D" parent="."]
|
||||||
|
mesh = SubResource("SphereMesh_orb")
|
||||||
|
surface_material_override/0 = SubResource("Mat_orb")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
shape = SubResource("Shape_orb")
|
||||||
|
|
||||||
|
[node name="Glow" type="OmniLight3D" parent="."]
|
||||||
|
light_color = Color(0.4, 1, 0.5, 1)
|
||||||
|
light_energy = 1.5
|
||||||
|
omni_range = 3.0
|
||||||
+46
-78
@@ -1,10 +1,15 @@
|
|||||||
[gd_scene load_steps=19 format=3 uid="uid://dugaivbj1o66n"]
|
[gd_scene load_steps=16 format=3 uid="uid://dugaivbj1o66n"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://d0dgljwwl463n" path="res://level/scripts/level.gd" id="1_e1sh7"]
|
[ext_resource type="Script" uid="uid://d0dgljwwl463n" path="res://level/scripts/level.gd" id="1_e1sh7"]
|
||||||
[ext_resource type="PackedScene" uid="uid://db06e8q8f8bdq" path="res://level/scenes/Player_Lilguy.tscn" id="1_uvcbi"]
|
[ext_resource type="PackedScene" uid="uid://db06e8q8f8bdq" path="res://level/scenes/Player_Lilguy.tscn" id="1_uvcbi"]
|
||||||
[ext_resource type="FontFile" uid="uid://diapabmalpcrj" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"]
|
[ext_resource type="PackedScene" uid="uid://dif4t1y3c07ax" path="res://level/scenes/enemies/practice_dummy.tscn" id="3_i7s07"]
|
||||||
[ext_resource type="PackedScene" uid="uid://b48oxbcgxu3d8" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"]
|
[ext_resource type="FontFile" uid="uid://wipqjhfqeuwd" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://blm8lav3xh2yw" path="res://level/scenes/enemy_spawner.tscn" id="3_spawner"]
|
||||||
|
[ext_resource type="PackedScene" path="res://level/scenes/enemies/armed_enemy.tscn" id="4_armed"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://chkrcwlprbn88" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"]
|
||||||
[ext_resource type="PackedScene" uid="uid://hd6pq287rgye" path="res://level/scenes/weapons/world_weapon_testsword.tscn" id="5_cwx4m"]
|
[ext_resource type="PackedScene" uid="uid://hd6pq287rgye" path="res://level/scenes/weapons/world_weapon_testsword.tscn" id="5_cwx4m"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://8c4l6s6x67vh" path="res://level/scenes/weapons/world_weapon_applecorer.tscn" id="6_xerh7"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://dpk7n3q8mwx2r" path="res://level/scenes/weapons/world_weapon_lobsteraxe.tscn" id="7_lobster"]
|
||||||
|
|
||||||
[sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"]
|
[sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"]
|
||||||
size = Vector2(90, 90)
|
size = Vector2(90, 90)
|
||||||
@@ -13,29 +18,7 @@ size = Vector2(90, 90)
|
|||||||
albedo_color = Color(0, 0.321569, 0.172549, 1)
|
albedo_color = Color(0, 0.321569, 0.172549, 1)
|
||||||
|
|
||||||
[sub_resource type="BoxShape3D" id="BoxShape3D_x3h1o"]
|
[sub_resource type="BoxShape3D" id="BoxShape3D_x3h1o"]
|
||||||
size = Vector3(90, 0.05, 90)
|
size = Vector3(288.0893, 0.05, 350.08374)
|
||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lc35d"]
|
|
||||||
albedo_color = Color(0, 0, 0, 1)
|
|
||||||
|
|
||||||
[sub_resource type="BoxMesh" id="BoxMesh_8pl0k"]
|
|
||||||
|
|
||||||
[sub_resource type="BoxShape3D" id="BoxShape3D_f43m5"]
|
|
||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_womqi"]
|
|
||||||
albedo_color = Color(0, 0, 0, 1)
|
|
||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_taagp"]
|
|
||||||
albedo_color = Color(0, 0, 0, 1)
|
|
||||||
|
|
||||||
[sub_resource type="BoxMesh" id="BoxMesh_q5fs2"]
|
|
||||||
size = Vector3(25, 1, 1.5)
|
|
||||||
|
|
||||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fs7ud"]
|
|
||||||
albedo_color = Color(0, 0, 0, 1)
|
|
||||||
|
|
||||||
[sub_resource type="BoxShape3D" id="BoxShape3D_epsao"]
|
|
||||||
size = Vector3(25, 1, 1.5)
|
|
||||||
|
|
||||||
[sub_resource type="Environment" id="Environment_qb4jd"]
|
[sub_resource type="Environment" id="Environment_qb4jd"]
|
||||||
fog_enabled = true
|
fog_enabled = true
|
||||||
@@ -46,6 +29,8 @@ color = Color(0, 0, 0, 0)
|
|||||||
[node name="Level" type="Node3D"]
|
[node name="Level" type="Node3D"]
|
||||||
script = ExtResource("1_e1sh7")
|
script = ExtResource("1_e1sh7")
|
||||||
player_scene = ExtResource("1_uvcbi")
|
player_scene = ExtResource("1_uvcbi")
|
||||||
|
practice_dummy_scene = ExtResource("3_i7s07")
|
||||||
|
armed_enemy_scene = ExtResource("4_armed")
|
||||||
|
|
||||||
[node name="Environment" type="Node3D" parent="."]
|
[node name="Environment" type="Node3D" parent="."]
|
||||||
|
|
||||||
@@ -53,67 +38,19 @@ player_scene = ExtResource("1_uvcbi")
|
|||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Floor"]
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Floor"]
|
||||||
|
transform = Transform3D(3.140456, 0, 0, 0, 1, 0, 0, 0, 3.8321724, 0, 0, 0)
|
||||||
mesh = SubResource("PlaneMesh_r5xs5")
|
mesh = SubResource("PlaneMesh_r5xs5")
|
||||||
surface_material_override/0 = SubResource("StandardMaterial3D_o02aj")
|
surface_material_override/0 = SubResource("StandardMaterial3D_o02aj")
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Floor"]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Floor"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.6853943, 0, 1.6468506)
|
||||||
shape = SubResource("BoxShape3D_x3h1o")
|
shape = SubResource("BoxShape3D_x3h1o")
|
||||||
|
|
||||||
[node name="Box_1" type="StaticBody3D" parent="Environment"]
|
|
||||||
collision_layer = 2
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_1"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 0.456, 6.91607)
|
|
||||||
material_override = SubResource("StandardMaterial3D_lc35d")
|
|
||||||
mesh = SubResource("BoxMesh_8pl0k")
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_1"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 0.456274, 6.91607)
|
|
||||||
shape = SubResource("BoxShape3D_f43m5")
|
|
||||||
|
|
||||||
[node name="Box_2" type="StaticBody3D" parent="Environment"]
|
|
||||||
collision_layer = 2
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_2"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 2.456, 9.916)
|
|
||||||
mesh = SubResource("BoxMesh_8pl0k")
|
|
||||||
surface_material_override/0 = SubResource("StandardMaterial3D_womqi")
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_2"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 2.456, 9.916)
|
|
||||||
shape = SubResource("BoxShape3D_f43m5")
|
|
||||||
|
|
||||||
[node name="Box_3" type="StaticBody3D" parent="Environment"]
|
|
||||||
collision_layer = 2
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_3"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91206, 4.456, 12.916)
|
|
||||||
mesh = SubResource("BoxMesh_8pl0k")
|
|
||||||
surface_material_override/0 = SubResource("StandardMaterial3D_taagp")
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_3"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 2.91167, 4.456, 12.916)
|
|
||||||
shape = SubResource("BoxShape3D_f43m5")
|
|
||||||
|
|
||||||
[node name="Box_4" type="StaticBody3D" parent="Environment"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, 0, 0, 0)
|
|
||||||
collision_layer = 2
|
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Environment/Box_4"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -3.52997, 5.947, 17.398)
|
|
||||||
layers = 2
|
|
||||||
mesh = SubResource("BoxMesh_q5fs2")
|
|
||||||
surface_material_override/0 = SubResource("StandardMaterial3D_fs7ud")
|
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Environment/Box_4"]
|
|
||||||
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -3.52997, 5.947, 17.398)
|
|
||||||
shape = SubResource("BoxShape3D_epsao")
|
|
||||||
|
|
||||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
|
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
|
||||||
environment = SubResource("Environment_qb4jd")
|
environment = SubResource("Environment_qb4jd")
|
||||||
|
|
||||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
|
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
|
||||||
transform = Transform3D(1, 0, 0, 0, -0.5, 0.866025, 0, -0.866025, -0.5, 0, 4, 0)
|
transform = Transform3D(1, 0, 0, 0, -0.50000024, 0.8660253, 0, -0.8660253, -0.50000024, 0, 18.907759, 0)
|
||||||
shadow_enabled = true
|
shadow_enabled = true
|
||||||
shadow_blur = 0.5
|
shadow_blur = 0.5
|
||||||
|
|
||||||
@@ -345,13 +282,44 @@ offset_right = 40.0
|
|||||||
offset_bottom = 40.0
|
offset_bottom = 40.0
|
||||||
|
|
||||||
[node name="Colosseum_10" parent="." instance=ExtResource("4_u750a")]
|
[node name="Colosseum_10" parent="." instance=ExtResource("4_u750a")]
|
||||||
transform = Transform3D(15, 0, 0, 0, 15, 0, 0, 0, 15, 1.301034, -1.2294581, 2.0630608)
|
transform = Transform3D(30, 0, 0, 0, 30, 0, 0, 0, 30, 1.301034, -2.3844016, 2.0630608)
|
||||||
|
|
||||||
[node name="WeaponsContainer" type="Node3D" parent="."]
|
[node name="WeaponsContainer" type="Node3D" parent="."]
|
||||||
|
|
||||||
[node name="WorldWeaponSword" parent="WeaponsContainer" instance=ExtResource("5_cwx4m")]
|
[node name="WorldWeaponSword" parent="WeaponsContainer" instance=ExtResource("5_cwx4m")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.0268106, 2.6057472, 8.836907)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.0268106, 2.6057472, 8.836907)
|
||||||
|
|
||||||
|
[node name="WorldWeaponSword2" parent="WeaponsContainer" instance=ExtResource("6_xerh7")]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.32151043, 5.2709904)
|
||||||
|
|
||||||
|
[node name="WorldWeaponLobsterAxe" parent="WeaponsContainer" instance=ExtResource("7_lobster")]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0.5, 5)
|
||||||
|
|
||||||
|
[node name="EnemiesContainer" type="Node3D" parent="."]
|
||||||
|
|
||||||
|
[node name="EnemySpawner" parent="." instance=ExtResource("3_spawner")]
|
||||||
|
spawn_radius = 100.0
|
||||||
|
|
||||||
|
[node name="EnemySpawnPoint1" type="Node3D" parent="EnemySpawner"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 25.138117)
|
||||||
|
|
||||||
|
[node name="EnemySpawnPoint2" type="Node3D" parent="EnemySpawner"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -23.835087)
|
||||||
|
|
||||||
|
[node name="PlayerSpawnPoints" type="Node3D" parent="."]
|
||||||
|
|
||||||
|
[node name="PlayerSpawn1" type="Node3D" parent="PlayerSpawnPoints"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 21.496109, 0, 12.60405)
|
||||||
|
|
||||||
|
[node name="PlayerSpawn2" type="Node3D" parent="PlayerSpawnPoints"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 21.496109, 0, -13.144485)
|
||||||
|
|
||||||
|
[node name="PlayerSpawn3" type="Node3D" parent="PlayerSpawnPoints"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.29047, 0, -13.144485)
|
||||||
|
|
||||||
|
[node name="PlayerSpawn4" type="Node3D" parent="PlayerSpawnPoints"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.29047, 0, 13.986315)
|
||||||
|
|
||||||
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Host" to="." method="_on_host_pressed"]
|
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Host" to="." method="_on_host_pressed"]
|
||||||
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Join" to="." method="_on_join_pressed"]
|
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Join" to="." method="_on_join_pressed"]
|
||||||
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"]
|
[connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"]
|
||||||
|
|||||||
@@ -5055,7 +5055,7 @@ _spring_arm = NodePath("SpringArm3D")
|
|||||||
|
|
||||||
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"]
|
[node name="SpringArm3D" type="SpringArm3D" parent="SpringArmOffset"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
||||||
spring_length = 5.0
|
spring_length = 10.0
|
||||||
|
|
||||||
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
|
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"]
|
||||||
current = true
|
current = true
|
||||||
|
|||||||
@@ -0,0 +1,19 @@
|
|||||||
|
[gd_scene load_steps=4 format=3 uid="uid://cehc5ckhq2byd"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://c3e6e3s2q0uro" path="res://assets/Objects/Applecorer.glb" id="1_yadub"]
|
||||||
|
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_lq7hu"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_ei1hh"]
|
||||||
|
size = Vector3(0.19293976, 2.9722443, 0.5605469)
|
||||||
|
|
||||||
|
[node name="TestSwordMesh" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="Applecorer" parent="." instance=ExtResource("1_yadub")]
|
||||||
|
transform = Transform3D(-0.3, 0, -2.6226834e-08, 0, 0.3, 0, 2.6226834e-08, 0, -0.3, 0, 0, 0)
|
||||||
|
|
||||||
|
[node name="HitBox" type="Area3D" parent="."]
|
||||||
|
script = ExtResource("2_lq7hu")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 2.15522, 0.0234375)
|
||||||
|
shape = SubResource("BoxShape3D_ei1hh")
|
||||||
Binary file not shown.
@@ -0,0 +1,20 @@
|
|||||||
|
[gd_scene load_steps=4 format=3 uid="uid://cq8r5mkn3wvxj"]
|
||||||
|
|
||||||
|
[ext_resource type="PackedScene" uid="uid://cejg4ixtc5xsf" path="res://level/scenes/weapons/LobsterAxe.glb" id="1_lobster"]
|
||||||
|
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_hitbox"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_lobster"]
|
||||||
|
size = Vector3(2, 3.2, 0.6)
|
||||||
|
|
||||||
|
[node name="LobsterAxeMesh" type="Node3D"]
|
||||||
|
|
||||||
|
[node name="LobsterAxe" parent="." instance=ExtResource("1_lobster")]
|
||||||
|
transform = Transform3D(-1.3113416e-08, 0, 0.29999998, 0, 0.29999998, 0, -0.29999998, 0, -1.3113416e-08, 0, 0.72785115, 0)
|
||||||
|
|
||||||
|
[node name="HitBox" type="Area3D" parent="."]
|
||||||
|
transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 0, 2.1950727, 0)
|
||||||
|
script = ExtResource("2_hitbox")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1840072, 0)
|
||||||
|
shape = SubResource("BoxShape3D_lobster")
|
||||||
@@ -1,8 +1,19 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://rkvkbxlweo60"]
|
[gd_scene load_steps=4 format=3 uid="uid://rkvkbxlweo60"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" uid="uid://culurukxpqswh" path="res://assets/Objects/TestSword.glb" id="1_4fdvi"]
|
[ext_resource type="PackedScene" uid="uid://df31n55xyn27i" path="res://assets/Objects/TestSword.glb" id="1_4fdvi"]
|
||||||
|
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_3qhqw"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_5u25i"]
|
||||||
|
size = Vector3(0.19293976, 2.2154922, 0.5605469)
|
||||||
|
|
||||||
[node name="TestSwordMesh" type="Node3D"]
|
[node name="TestSwordMesh" type="Node3D"]
|
||||||
|
|
||||||
[node name="TestSword" parent="." instance=ExtResource("1_4fdvi")]
|
[node name="TestSword" parent="." instance=ExtResource("1_4fdvi")]
|
||||||
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0.104662895, 0)
|
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0, 0.104662895, 0)
|
||||||
|
|
||||||
|
[node name="HitBox" type="Area3D" parent="."]
|
||||||
|
script = ExtResource("2_3qhqw")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 1.3828986, 0.0234375)
|
||||||
|
shape = SubResource("BoxShape3D_5u25i")
|
||||||
|
|||||||
@@ -1,9 +1,20 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://dyjfaq654xne3"]
|
[gd_scene load_steps=4 format=3 uid="uid://dyjfaq654xne3"]
|
||||||
|
|
||||||
[ext_resource type="ArrayMesh" uid="uid://cc1kxfbkvpo2d" path="res://assets/Objects/swordlowpoly.obj" id="1"]
|
[ext_resource type="ArrayMesh" uid="uid://1wnuqcx2n4xq" path="res://assets/Objects/swordlowpoly.obj" id="1"]
|
||||||
|
[ext_resource type="Script" uid="uid://jyas86y3f0jp" path="res://level/scripts/hit_box.gd" id="2_wyi6r"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="BoxShape3D_mhdau"]
|
||||||
|
size = Vector3(0.19293976, 1.0232315, 0.5605469)
|
||||||
|
|
||||||
[node name="SwordMesh" type="Node3D"]
|
[node name="SwordMesh" type="Node3D"]
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.4839063, -2.9492104, -3.4711354)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.4839063, -2.9492104, -3.4711354)
|
||||||
mesh = ExtResource("1")
|
mesh = ExtResource("1")
|
||||||
|
|
||||||
|
[node name="HitBox" type="Area3D" parent="."]
|
||||||
|
script = ExtResource("2_wyi6r")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitBox"]
|
||||||
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0034065247, 0.6794083, 0.0234375)
|
||||||
|
shape = SubResource("BoxShape3D_mhdau")
|
||||||
|
|||||||
@@ -0,0 +1,17 @@
|
|||||||
|
[gd_scene load_steps=4 format=3 uid="uid://8c4l6s6x67vh"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1_7688s"]
|
||||||
|
[ext_resource type="Resource" uid="uid://b2q62xc0jw4w3" path="res://level/resources/weapon_applecorer.tres" id="2_7688s"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="1"]
|
||||||
|
size = Vector3(0.3, 0.3, 1.2)
|
||||||
|
|
||||||
|
[node name="WorldWeaponSword" type="RigidBody3D"]
|
||||||
|
collision_layer = 4
|
||||||
|
collision_mask = 2
|
||||||
|
mass = 2.0
|
||||||
|
script = ExtResource("1_7688s")
|
||||||
|
weapon_data = ExtResource("2_7688s")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
shape = SubResource("1")
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
[gd_scene load_steps=4 format=3 uid="uid://dpk7n3q8mwx2r"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1"]
|
||||||
|
[ext_resource type="Resource" path="res://level/resources/weapon_lobsteraxe.tres" id="2"]
|
||||||
|
|
||||||
|
[sub_resource type="BoxShape3D" id="1"]
|
||||||
|
size = Vector3(0.4, 0.4, 0.8)
|
||||||
|
|
||||||
|
[node name="WorldWeaponLobsterAxe" type="RigidBody3D"]
|
||||||
|
collision_layer = 4
|
||||||
|
collision_mask = 2
|
||||||
|
mass = 2.5
|
||||||
|
script = ExtResource("1")
|
||||||
|
weapon_data = ExtResource("2")
|
||||||
|
|
||||||
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
shape = SubResource("1")
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=4 format=3]
|
[gd_scene load_steps=4 format=3 uid="uid://byxqw8bg5da2c"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://level/scripts/world_weapon.gd" id="1"]
|
[ext_resource type="Script" uid="uid://ccnnd0y4jqiot" path="res://level/scripts/world_weapon.gd" id="1"]
|
||||||
[ext_resource type="Resource" path="res://level/resources/weapon_sword.tres" id="2"]
|
[ext_resource type="Resource" path="res://level/resources/weapon_sword.tres" id="2"]
|
||||||
|
|
||||||
[sub_resource type="BoxShape3D" id="1"]
|
[sub_resource type="BoxShape3D" id="1"]
|
||||||
|
|||||||
@@ -0,0 +1,728 @@
|
|||||||
|
extends BaseEnemy
|
||||||
|
class_name ArmedEnemy
|
||||||
|
|
||||||
|
## An enemy that uses the player model, animations, and can equip weapons
|
||||||
|
## Drops equipped weapons on death using the existing world weapon spawn system
|
||||||
|
|
||||||
|
## Movement
|
||||||
|
@export var move_speed: float = 4.0
|
||||||
|
@export var chase_range: float = 20.0
|
||||||
|
@export var attack_range: float = 2.5
|
||||||
|
|
||||||
|
## Combat (unarmed fallback)
|
||||||
|
@export var unarmed_damage: float = 10.0
|
||||||
|
@export var unarmed_knockback: float = 5.0
|
||||||
|
@export var attack_cooldown: float = 1.0
|
||||||
|
@export_category("Unarmed Attack Timing")
|
||||||
|
@export var unarmed_startup: float = 0.15
|
||||||
|
@export var unarmed_active: float = 0.2
|
||||||
|
|
||||||
|
## Weapon seeking (when unarmed)
|
||||||
|
@export_category("Weapon Seeking")
|
||||||
|
@export var seek_weapons_when_unarmed: bool = true ## If true, unarmed enemies will seek nearby weapons
|
||||||
|
@export var weapon_seek_range: float = 30.0 ## How far to look for weapons
|
||||||
|
@export var weapon_pickup_range: float = 1.5 ## How close to get before picking up
|
||||||
|
|
||||||
|
## Weapon system
|
||||||
|
@export_category("Weapons")
|
||||||
|
@export var starting_weapon: WeaponData = null ## Weapon to equip on spawn
|
||||||
|
@export var starting_offhand: WeaponData = null ## Off-hand weapon to equip on spawn
|
||||||
|
|
||||||
|
## Body reference (LilguyBody for animations)
|
||||||
|
@export var _body: Node3D = null
|
||||||
|
@export var _weapon_attachment: BoneAttachment3D = null
|
||||||
|
@export var _weapon_container: Node3D = null
|
||||||
|
@export var _offhand_attachment: BoneAttachment3D = null
|
||||||
|
@export var _offhand_container: Node3D = null
|
||||||
|
|
||||||
|
## Runtime weapon state
|
||||||
|
var equipped_weapon: BaseWeapon = null
|
||||||
|
var equipped_offhand: BaseWeapon = null
|
||||||
|
|
||||||
|
## AI State
|
||||||
|
var _attack_timer: float = 0.0
|
||||||
|
var _is_attacking: bool = false
|
||||||
|
var _unarmed_hitbox: HitBox = null
|
||||||
|
|
||||||
|
## Visual feedback
|
||||||
|
var _hit_flash_timer: float = 0.0
|
||||||
|
const HIT_FLASH_DURATION: float = 0.2
|
||||||
|
|
||||||
|
## Position sync (manual sync instead of MultiplayerSynchronizer for dynamic spawning)
|
||||||
|
var _sync_timer: float = 0.0
|
||||||
|
const SYNC_INTERVAL: float = 0.05 # 20 times per second
|
||||||
|
|
||||||
|
func _enter_tree():
|
||||||
|
# Enemies are always server-authoritative
|
||||||
|
set_multiplayer_authority(1)
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
super._ready()
|
||||||
|
|
||||||
|
# Auto-find body if not set
|
||||||
|
if _body == null:
|
||||||
|
if has_node("LilguyRigged/Armature"):
|
||||||
|
_body = get_node("LilguyRigged/Armature")
|
||||||
|
|
||||||
|
# Auto-find weapon attachments
|
||||||
|
if _weapon_attachment == null:
|
||||||
|
_weapon_attachment = get_node_or_null("LilguyRigged/Armature/Skeleton3D/WeaponPoint")
|
||||||
|
|
||||||
|
if _weapon_container == null and _weapon_attachment:
|
||||||
|
_weapon_container = _weapon_attachment.get_node_or_null("WeaponContainer")
|
||||||
|
|
||||||
|
if _offhand_attachment == null:
|
||||||
|
_offhand_attachment = get_node_or_null("LilguyRigged/Armature/Skeleton3D/OffhandPoint")
|
||||||
|
|
||||||
|
if _offhand_container == null and _offhand_attachment:
|
||||||
|
_offhand_container = _offhand_attachment.get_node_or_null("OffhandContainer")
|
||||||
|
|
||||||
|
# Setup unarmed hitbox
|
||||||
|
call_deferred("_setup_unarmed_hitbox")
|
||||||
|
|
||||||
|
# Equip starting weapons
|
||||||
|
# Server will equip and send RPC to sync; clients also equip directly to handle late-join
|
||||||
|
call_deferred("_equip_starting_weapons_local")
|
||||||
|
|
||||||
|
## Equip starting weapons - server uses RPC to sync, clients equip directly
|
||||||
|
func _equip_starting_weapons_local():
|
||||||
|
# Wait a frame to ensure everything is ready
|
||||||
|
await get_tree().process_frame
|
||||||
|
|
||||||
|
# Check if multiplayer peer is assigned
|
||||||
|
if multiplayer.multiplayer_peer == null:
|
||||||
|
# No multiplayer yet, just equip locally
|
||||||
|
if starting_weapon:
|
||||||
|
_equip_weapon(starting_weapon, false)
|
||||||
|
if starting_offhand:
|
||||||
|
_equip_weapon(starting_offhand, true)
|
||||||
|
return
|
||||||
|
|
||||||
|
if multiplayer.is_server():
|
||||||
|
# Server equips via RPC to sync to all clients
|
||||||
|
if starting_weapon:
|
||||||
|
print("[ArmedEnemy ", name, "] Server equipping starting weapon: ", starting_weapon.resource_path)
|
||||||
|
rpc("_equip_weapon_sync", starting_weapon.resource_path, false)
|
||||||
|
if starting_offhand:
|
||||||
|
print("[ArmedEnemy ", name, "] Server equipping starting offhand: ", starting_offhand.resource_path)
|
||||||
|
rpc("_equip_weapon_sync", starting_offhand.resource_path, true)
|
||||||
|
else:
|
||||||
|
# Client equips directly (for late-join clients who won't receive server's initial RPC)
|
||||||
|
# Skip if already equipped (from server RPC)
|
||||||
|
if starting_weapon and not equipped_weapon:
|
||||||
|
print("[ArmedEnemy ", name, "] Client equipping starting weapon directly")
|
||||||
|
_equip_weapon(starting_weapon, false)
|
||||||
|
if starting_offhand and not equipped_offhand:
|
||||||
|
print("[ArmedEnemy ", name, "] Client equipping starting offhand directly")
|
||||||
|
_equip_weapon(starting_offhand, true)
|
||||||
|
|
||||||
|
## Equip weapon on all clients
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _equip_weapon_sync(weapon_data_path: String, is_offhand: bool):
|
||||||
|
print("[ArmedEnemy ", name, "] _equip_weapon_sync called on peer ", multiplayer.get_unique_id(), " path: ", weapon_data_path)
|
||||||
|
if weapon_data_path == "":
|
||||||
|
push_error("[ArmedEnemy] Empty weapon path!")
|
||||||
|
return
|
||||||
|
var data = load(weapon_data_path) as WeaponData
|
||||||
|
if data:
|
||||||
|
_equip_weapon(data, is_offhand)
|
||||||
|
else:
|
||||||
|
push_error("[ArmedEnemy] Failed to load weapon data from: ", weapon_data_path)
|
||||||
|
|
||||||
|
func _equip_weapon(data: WeaponData, is_offhand: bool = false):
|
||||||
|
# Unequip current weapon in that hand first
|
||||||
|
if is_offhand:
|
||||||
|
if equipped_offhand:
|
||||||
|
_unequip_weapon(true)
|
||||||
|
else:
|
||||||
|
if equipped_weapon:
|
||||||
|
_unequip_weapon(false)
|
||||||
|
|
||||||
|
# Determine attachment point
|
||||||
|
var attach_point: Node3D
|
||||||
|
if is_offhand:
|
||||||
|
attach_point = _offhand_container if _offhand_container else _offhand_attachment
|
||||||
|
else:
|
||||||
|
attach_point = _weapon_container if _weapon_container else _weapon_attachment
|
||||||
|
|
||||||
|
if not attach_point:
|
||||||
|
push_error("[ArmedEnemy] No weapon attachment point found")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Create weapon instance
|
||||||
|
var weapon = BaseWeapon.new()
|
||||||
|
weapon.weapon_data = data
|
||||||
|
weapon.name = "EquippedOffHand" if is_offhand else "EquippedWeapon"
|
||||||
|
|
||||||
|
# Add to scene first (so _ready is called and hitbox is set up)
|
||||||
|
attach_point.add_child(weapon)
|
||||||
|
|
||||||
|
# Set owner for damage routing (must be after add_child so hitbox exists)
|
||||||
|
weapon.set_owner_character(self)
|
||||||
|
|
||||||
|
# Store reference
|
||||||
|
if is_offhand:
|
||||||
|
equipped_offhand = weapon
|
||||||
|
else:
|
||||||
|
equipped_weapon = weapon
|
||||||
|
|
||||||
|
print("[ArmedEnemy ", name, "] Equipped: ", data.weapon_name)
|
||||||
|
|
||||||
|
func _unequip_weapon(is_offhand: bool = false):
|
||||||
|
if is_offhand:
|
||||||
|
if equipped_offhand:
|
||||||
|
equipped_offhand.queue_free()
|
||||||
|
equipped_offhand = null
|
||||||
|
else:
|
||||||
|
if equipped_weapon:
|
||||||
|
equipped_weapon.queue_free()
|
||||||
|
equipped_weapon = null
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
# Countdown timers
|
||||||
|
if _attack_timer > 0:
|
||||||
|
_attack_timer -= delta
|
||||||
|
|
||||||
|
# Handle hit flash
|
||||||
|
if _hit_flash_timer > 0:
|
||||||
|
_hit_flash_timer -= delta
|
||||||
|
if _hit_flash_timer <= 0:
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
func _physics_process(delta):
|
||||||
|
super._physics_process(delta)
|
||||||
|
|
||||||
|
# Only server runs AI and movement (check peer is assigned first)
|
||||||
|
if multiplayer.multiplayer_peer == null or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if is_dead:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Apply gravity
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
|
||||||
|
|
||||||
|
# AI behavior - prioritize weapon seeking when unarmed
|
||||||
|
var seeking_weapon = false
|
||||||
|
if seek_weapons_when_unarmed and equipped_weapon == null:
|
||||||
|
seeking_weapon = _ai_seek_weapon(delta)
|
||||||
|
|
||||||
|
# If not seeking a weapon (or armed), do normal combat
|
||||||
|
if not seeking_weapon:
|
||||||
|
if current_target and is_instance_valid(current_target):
|
||||||
|
_ai_combat(delta)
|
||||||
|
else:
|
||||||
|
# Stop moving if no target
|
||||||
|
velocity.x = 0
|
||||||
|
velocity.z = 0
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
|
|
||||||
|
# Rotate body to face movement direction (like player does)
|
||||||
|
var body_rotation_y: float = 0.0
|
||||||
|
if _body and _body.has_method("apply_rotation") and velocity.length() > 0.1:
|
||||||
|
_body.apply_rotation(velocity)
|
||||||
|
if _body:
|
||||||
|
body_rotation_y = _body.rotation.y
|
||||||
|
|
||||||
|
# Animate body
|
||||||
|
if _body and _body.has_method("animate"):
|
||||||
|
_body.animate(velocity)
|
||||||
|
|
||||||
|
# Sync position, rotation, and animation to clients periodically
|
||||||
|
_sync_timer -= delta
|
||||||
|
if _sync_timer <= 0:
|
||||||
|
_sync_timer = SYNC_INTERVAL
|
||||||
|
var current_anim = ""
|
||||||
|
if _body:
|
||||||
|
var anim_player = _body.get_node_or_null("../AnimationPlayer") as AnimationPlayer
|
||||||
|
if anim_player:
|
||||||
|
current_anim = anim_player.current_animation
|
||||||
|
rpc("_sync_transform", global_position, body_rotation_y, current_anim)
|
||||||
|
|
||||||
|
## Sync position, body rotation, and animation from server to clients
|
||||||
|
@rpc("authority", "call_remote", "unreliable")
|
||||||
|
func _sync_transform(pos: Vector3, body_rot_y: float, anim_name: String = ""):
|
||||||
|
# Only apply on clients (server is authoritative)
|
||||||
|
if multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
global_position = pos
|
||||||
|
if _body:
|
||||||
|
_body.rotation.y = body_rot_y
|
||||||
|
|
||||||
|
# Sync animation
|
||||||
|
if anim_name != "":
|
||||||
|
var anim_player = _body.get_node_or_null("../AnimationPlayer") as AnimationPlayer
|
||||||
|
if anim_player and anim_player.has_animation(anim_name):
|
||||||
|
if anim_player.current_animation != anim_name:
|
||||||
|
anim_player.play(anim_name)
|
||||||
|
|
||||||
|
## Override to find nearest player
|
||||||
|
func get_nearest_player() -> Node:
|
||||||
|
var players = get_players_in_range(1000.0) # Essentially unlimited
|
||||||
|
|
||||||
|
if players.is_empty():
|
||||||
|
return null
|
||||||
|
|
||||||
|
var nearest_player = null
|
||||||
|
var nearest_distance = INF
|
||||||
|
|
||||||
|
for player in players:
|
||||||
|
var distance = global_position.distance_to(player.global_position)
|
||||||
|
if distance < nearest_distance:
|
||||||
|
nearest_distance = distance
|
||||||
|
nearest_player = player
|
||||||
|
|
||||||
|
return nearest_player
|
||||||
|
|
||||||
|
## Find the nearest WorldWeapon within range
|
||||||
|
func get_nearest_world_weapon() -> WorldWeapon:
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if not level:
|
||||||
|
return null
|
||||||
|
|
||||||
|
var weapons_container = level.get_node_or_null("WeaponsContainer")
|
||||||
|
if not weapons_container:
|
||||||
|
return null
|
||||||
|
|
||||||
|
var nearest_weapon: WorldWeapon = null
|
||||||
|
var nearest_distance = weapon_seek_range
|
||||||
|
|
||||||
|
for child in weapons_container.get_children():
|
||||||
|
if child is WorldWeapon:
|
||||||
|
var distance = global_position.distance_to(child.global_position)
|
||||||
|
if distance < nearest_distance:
|
||||||
|
nearest_distance = distance
|
||||||
|
nearest_weapon = child
|
||||||
|
|
||||||
|
return nearest_weapon
|
||||||
|
|
||||||
|
## Update target
|
||||||
|
func _update_target():
|
||||||
|
if not is_aggressive:
|
||||||
|
return
|
||||||
|
|
||||||
|
var nearest = get_nearest_player()
|
||||||
|
|
||||||
|
if nearest:
|
||||||
|
if current_target != nearest:
|
||||||
|
current_target = nearest
|
||||||
|
target_changed.emit(nearest)
|
||||||
|
else:
|
||||||
|
if current_target != null:
|
||||||
|
current_target = null
|
||||||
|
target_changed.emit(null)
|
||||||
|
|
||||||
|
## Combat AI
|
||||||
|
func _ai_combat(delta):
|
||||||
|
if not current_target or not is_instance_valid(current_target):
|
||||||
|
return
|
||||||
|
|
||||||
|
var target_pos = current_target.global_position
|
||||||
|
var direction = (target_pos - global_position).normalized()
|
||||||
|
var distance = global_position.distance_to(target_pos)
|
||||||
|
|
||||||
|
# Get attack range - use a close fixed range to ensure hits connect
|
||||||
|
# The hitbox is on the weapon in the enemy's hand, so we need to be close
|
||||||
|
var current_attack_range = 2.0 # Fixed close range for melee
|
||||||
|
|
||||||
|
# If in attack range, attack
|
||||||
|
if distance <= current_attack_range:
|
||||||
|
velocity.x = 0
|
||||||
|
velocity.z = 0
|
||||||
|
|
||||||
|
# Face target while attacking (use body rotation like player does)
|
||||||
|
if _body and _body.has_method("apply_rotation"):
|
||||||
|
var face_dir = Vector3(direction.x, 0, direction.z) * move_speed
|
||||||
|
_body.apply_rotation(face_dir)
|
||||||
|
|
||||||
|
if _attack_timer <= 0 and not _is_attacking:
|
||||||
|
_perform_attack()
|
||||||
|
else:
|
||||||
|
# Chase target - velocity direction will be used for body rotation
|
||||||
|
velocity.x = direction.x * move_speed
|
||||||
|
velocity.z = direction.z * move_speed
|
||||||
|
|
||||||
|
## Weapon seeking AI - returns true if actively seeking a weapon
|
||||||
|
func _ai_seek_weapon(delta) -> bool:
|
||||||
|
var nearest_weapon = get_nearest_world_weapon()
|
||||||
|
if not nearest_weapon or not is_instance_valid(nearest_weapon):
|
||||||
|
return false
|
||||||
|
|
||||||
|
var weapon_pos = nearest_weapon.global_position
|
||||||
|
var direction = (weapon_pos - global_position).normalized()
|
||||||
|
var distance = global_position.distance_to(weapon_pos)
|
||||||
|
|
||||||
|
# If close enough, pick up the weapon
|
||||||
|
if distance <= weapon_pickup_range:
|
||||||
|
velocity.x = 0
|
||||||
|
velocity.z = 0
|
||||||
|
_pickup_world_weapon(nearest_weapon)
|
||||||
|
return true
|
||||||
|
|
||||||
|
# Move towards the weapon
|
||||||
|
velocity.x = direction.x * move_speed
|
||||||
|
velocity.z = direction.z * move_speed
|
||||||
|
return true
|
||||||
|
|
||||||
|
## Pick up a world weapon (server only)
|
||||||
|
func _pickup_world_weapon(world_weapon: WorldWeapon):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not world_weapon or not is_instance_valid(world_weapon):
|
||||||
|
return
|
||||||
|
|
||||||
|
var weapon_data = world_weapon.weapon_data
|
||||||
|
if not weapon_data:
|
||||||
|
return
|
||||||
|
|
||||||
|
var resource_path = weapon_data.resource_path
|
||||||
|
if resource_path == "":
|
||||||
|
push_error("[ArmedEnemy] WorldWeapon has no resource path!")
|
||||||
|
return
|
||||||
|
|
||||||
|
var weapon_id = world_weapon.weapon_id
|
||||||
|
if weapon_id == -1:
|
||||||
|
push_error("[ArmedEnemy] WorldWeapon has invalid weapon_id!")
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[ArmedEnemy ", name, "] Picking up weapon: ", weapon_data.weapon_name)
|
||||||
|
|
||||||
|
# Equip the weapon on all clients
|
||||||
|
rpc("_equip_weapon_sync", resource_path, false)
|
||||||
|
|
||||||
|
# Remove the world weapon from all clients using level's system
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if level and level.has_method("remove_world_weapon"):
|
||||||
|
level.remove_world_weapon(weapon_id)
|
||||||
|
else:
|
||||||
|
push_error("[ArmedEnemy] Level doesn't have remove_world_weapon method!")
|
||||||
|
|
||||||
|
## Perform attack
|
||||||
|
func _perform_attack():
|
||||||
|
if _is_attacking or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Use weapon if equipped
|
||||||
|
if equipped_weapon and equipped_weapon.weapon_data:
|
||||||
|
_perform_weapon_attack()
|
||||||
|
else:
|
||||||
|
_perform_unarmed_attack()
|
||||||
|
|
||||||
|
func _perform_weapon_attack():
|
||||||
|
var weapon = equipped_weapon
|
||||||
|
var data = weapon.weapon_data
|
||||||
|
|
||||||
|
var total_duration = data.startup_time + data.active_time
|
||||||
|
var cooldown = max(data.attack_cooldown, total_duration)
|
||||||
|
|
||||||
|
_attack_timer = cooldown
|
||||||
|
_is_attacking = true
|
||||||
|
|
||||||
|
# Play animation on all clients
|
||||||
|
var anim_name = data.attack_animation if data.attack_animation else "Attack_OneHand"
|
||||||
|
rpc("_sync_attack_animation", anim_name)
|
||||||
|
|
||||||
|
# Use weapon's built-in attack activation
|
||||||
|
_activate_weapon_hitbox_direct(weapon)
|
||||||
|
|
||||||
|
func _perform_unarmed_attack():
|
||||||
|
var total_duration = unarmed_startup + unarmed_active
|
||||||
|
var cooldown = max(attack_cooldown, total_duration)
|
||||||
|
|
||||||
|
_attack_timer = cooldown
|
||||||
|
_is_attacking = true
|
||||||
|
|
||||||
|
# Play animation
|
||||||
|
rpc("_sync_attack_animation", "Attack_OneHand")
|
||||||
|
|
||||||
|
# Activate unarmed hitbox
|
||||||
|
_activate_unarmed_hitbox()
|
||||||
|
|
||||||
|
## Activate weapon hitbox for attack (direct access to weapon's internal hitbox)
|
||||||
|
func _activate_weapon_hitbox_direct(weapon: BaseWeapon):
|
||||||
|
if not weapon or not multiplayer.is_server():
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
var data = weapon.weapon_data
|
||||||
|
|
||||||
|
# Access weapon's internal hitbox
|
||||||
|
var hitbox = weapon._hitbox
|
||||||
|
|
||||||
|
if not hitbox:
|
||||||
|
print("[ArmedEnemy] No hitbox found on weapon, trying to find it")
|
||||||
|
hitbox = weapon.get_node_or_null("HitBox") as HitBox
|
||||||
|
|
||||||
|
if not hitbox:
|
||||||
|
push_error("[ArmedEnemy] Cannot find hitbox on weapon!")
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# Make sure hitbox has correct owner
|
||||||
|
hitbox.owner_entity = self
|
||||||
|
|
||||||
|
# STARTUP PHASE
|
||||||
|
if data.startup_time > 0:
|
||||||
|
await get_tree().create_timer(data.startup_time).timeout
|
||||||
|
|
||||||
|
if not is_instance_valid(hitbox) or is_dead:
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# ACTIVE PHASE
|
||||||
|
hitbox.activate()
|
||||||
|
|
||||||
|
await get_tree().create_timer(data.active_time).timeout
|
||||||
|
|
||||||
|
# RECOVERY PHASE
|
||||||
|
if hitbox and is_instance_valid(hitbox):
|
||||||
|
hitbox.deactivate()
|
||||||
|
|
||||||
|
_is_attacking = false
|
||||||
|
|
||||||
|
## Setup unarmed hitbox
|
||||||
|
func _setup_unarmed_hitbox():
|
||||||
|
_unarmed_hitbox = HitBox.new()
|
||||||
|
_unarmed_hitbox.name = "UnarmedHitBox"
|
||||||
|
_unarmed_hitbox.owner_entity = self
|
||||||
|
_unarmed_hitbox.set_stats(unarmed_damage, unarmed_knockback)
|
||||||
|
|
||||||
|
# Add collision shape BEFORE adding hitbox to tree (so _ready can find it)
|
||||||
|
var collision = CollisionShape3D.new()
|
||||||
|
var sphere = SphereShape3D.new()
|
||||||
|
sphere.radius = attack_range
|
||||||
|
collision.shape = sphere
|
||||||
|
collision.position = Vector3(0, 0.8, -attack_range * 0.75)
|
||||||
|
_unarmed_hitbox.add_child(collision)
|
||||||
|
|
||||||
|
# Now attach the fully configured hitbox to body
|
||||||
|
if _body:
|
||||||
|
_body.add_child(_unarmed_hitbox)
|
||||||
|
else:
|
||||||
|
add_child(_unarmed_hitbox)
|
||||||
|
|
||||||
|
# Connect hit signal
|
||||||
|
_unarmed_hitbox.hit_landed.connect(_on_hitbox_hit)
|
||||||
|
|
||||||
|
func _activate_unarmed_hitbox():
|
||||||
|
if not _unarmed_hitbox or not multiplayer.is_server():
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# STARTUP PHASE
|
||||||
|
if unarmed_startup > 0:
|
||||||
|
await get_tree().create_timer(unarmed_startup).timeout
|
||||||
|
|
||||||
|
if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox) or is_dead:
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# ACTIVE PHASE
|
||||||
|
_unarmed_hitbox.activate()
|
||||||
|
|
||||||
|
await get_tree().create_timer(unarmed_active).timeout
|
||||||
|
|
||||||
|
# RECOVERY PHASE
|
||||||
|
if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
|
||||||
|
_unarmed_hitbox.deactivate()
|
||||||
|
|
||||||
|
_is_attacking = false
|
||||||
|
|
||||||
|
## Called when hitbox hits something
|
||||||
|
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
|
||||||
|
if not target or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Flash target's hurtbox
|
||||||
|
if target is Node:
|
||||||
|
var hurtbox = target.find_child("HurtBox", true, false)
|
||||||
|
if hurtbox and hurtbox.has_method("flash_hit"):
|
||||||
|
hurtbox.flash_hit()
|
||||||
|
|
||||||
|
# Apply damage directly (we're server)
|
||||||
|
if target is BaseUnit:
|
||||||
|
target.take_damage(damage_amount, 1, knockback_amount, global_position)
|
||||||
|
|
||||||
|
## Sync attack animation
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _sync_attack_animation(anim_name: String):
|
||||||
|
if _body and _body.has_method("play_attack"):
|
||||||
|
_body.play_attack(anim_name)
|
||||||
|
|
||||||
|
## Override hurt animation
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _play_hurt_animation():
|
||||||
|
_flash_red()
|
||||||
|
|
||||||
|
## Flash red when hit
|
||||||
|
func _flash_red():
|
||||||
|
_hit_flash_timer = HIT_FLASH_DURATION
|
||||||
|
|
||||||
|
# Flash all mesh instances in body
|
||||||
|
if _body:
|
||||||
|
var meshes = _find_mesh_instances(_body)
|
||||||
|
for mesh in meshes:
|
||||||
|
_apply_red_flash(mesh)
|
||||||
|
|
||||||
|
func _find_mesh_instances(node: Node) -> Array[MeshInstance3D]:
|
||||||
|
var meshes: Array[MeshInstance3D] = []
|
||||||
|
if node is MeshInstance3D:
|
||||||
|
meshes.append(node)
|
||||||
|
for child in node.get_children():
|
||||||
|
meshes.append_array(_find_mesh_instances(child))
|
||||||
|
return meshes
|
||||||
|
|
||||||
|
func _apply_red_flash(mesh: MeshInstance3D):
|
||||||
|
if not mesh:
|
||||||
|
return
|
||||||
|
|
||||||
|
for i in range(mesh.get_surface_override_material_count()):
|
||||||
|
var material = mesh.get_surface_override_material(i)
|
||||||
|
if not material:
|
||||||
|
material = mesh.mesh.surface_get_material(i)
|
||||||
|
if material:
|
||||||
|
material = material.duplicate()
|
||||||
|
mesh.set_surface_override_material(i, material)
|
||||||
|
|
||||||
|
if material and material is StandardMaterial3D:
|
||||||
|
material.albedo_color = Color(1.5, 0.3, 0.3)
|
||||||
|
|
||||||
|
func _reset_material():
|
||||||
|
# Reset to a neutral color after flash
|
||||||
|
if _body:
|
||||||
|
var meshes = _find_mesh_instances(_body)
|
||||||
|
for mesh in meshes:
|
||||||
|
_reset_mesh_material(mesh)
|
||||||
|
|
||||||
|
func _reset_mesh_material(mesh: MeshInstance3D):
|
||||||
|
if not mesh:
|
||||||
|
return
|
||||||
|
|
||||||
|
for i in range(mesh.get_surface_override_material_count()):
|
||||||
|
var material = mesh.get_surface_override_material(i)
|
||||||
|
if material and material is StandardMaterial3D:
|
||||||
|
# Reset to a default enemy color (reddish)
|
||||||
|
material.albedo_color = Color(0.8, 0.3, 0.3)
|
||||||
|
|
||||||
|
## Death callback - drop weapons
|
||||||
|
func _on_enemy_died(killer_id: int):
|
||||||
|
super._on_enemy_died(killer_id)
|
||||||
|
|
||||||
|
# Hide body
|
||||||
|
if _body:
|
||||||
|
_body.visible = false
|
||||||
|
|
||||||
|
# Disable collision so players can walk through
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = true
|
||||||
|
|
||||||
|
# Disable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitoring = false
|
||||||
|
hurtbox.monitorable = false
|
||||||
|
|
||||||
|
# Deactivate hitboxes
|
||||||
|
if _unarmed_hitbox:
|
||||||
|
_unarmed_hitbox.deactivate()
|
||||||
|
|
||||||
|
# Drop equipped weapons (server only)
|
||||||
|
if multiplayer.is_server():
|
||||||
|
_drop_all_weapons()
|
||||||
|
|
||||||
|
print("[ArmedEnemy ", name, "] killed by ", killer_id)
|
||||||
|
|
||||||
|
## Drop all equipped weapons
|
||||||
|
func _drop_all_weapons():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Drop main hand weapon
|
||||||
|
if equipped_weapon and equipped_weapon.weapon_data:
|
||||||
|
_spawn_dropped_weapon(equipped_weapon.weapon_data, false)
|
||||||
|
|
||||||
|
# Drop off-hand weapon
|
||||||
|
if equipped_offhand and equipped_offhand.weapon_data:
|
||||||
|
_spawn_dropped_weapon(equipped_offhand.weapon_data, true)
|
||||||
|
|
||||||
|
# Clear equipped weapons on all clients
|
||||||
|
rpc("_clear_equipped_weapons")
|
||||||
|
|
||||||
|
## Spawn a dropped weapon in the world
|
||||||
|
func _spawn_dropped_weapon(data: WeaponData, is_offhand: bool):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
var resource_path = data.resource_path
|
||||||
|
if resource_path == "":
|
||||||
|
push_error("[ArmedEnemy] WeaponData has no resource path!")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Calculate spawn position with slight offset and upward velocity
|
||||||
|
var offset = Vector3.ZERO
|
||||||
|
if is_offhand:
|
||||||
|
offset = transform.basis.x * -0.5 # Left side
|
||||||
|
else:
|
||||||
|
offset = transform.basis.x * 0.5 # Right side
|
||||||
|
|
||||||
|
var spawn_pos = global_position + offset
|
||||||
|
spawn_pos.y += 1.5 # Spawn above death position
|
||||||
|
|
||||||
|
# Random velocity to scatter weapons
|
||||||
|
var velocity = Vector3(
|
||||||
|
randf_range(-2.0, 2.0),
|
||||||
|
randf_range(3.0, 5.0), # Upward
|
||||||
|
randf_range(-2.0, 2.0)
|
||||||
|
)
|
||||||
|
|
||||||
|
# Use level's weapon spawning system
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if level and level.has_method("spawn_world_weapon"):
|
||||||
|
level._weapon_spawn_counter += 1
|
||||||
|
level.rpc("spawn_world_weapon", resource_path, spawn_pos, velocity, level._weapon_spawn_counter)
|
||||||
|
print("[ArmedEnemy ", name, "] Dropped weapon: ", data.weapon_name)
|
||||||
|
|
||||||
|
## Clear equipped weapons on all clients
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _clear_equipped_weapons():
|
||||||
|
_unequip_weapon(false)
|
||||||
|
_unequip_weapon(true)
|
||||||
|
|
||||||
|
## Respawn callback
|
||||||
|
func _on_enemy_respawned():
|
||||||
|
super._on_enemy_respawned()
|
||||||
|
|
||||||
|
# Show body
|
||||||
|
if _body:
|
||||||
|
_body.visible = true
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
# Re-enable collision
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = false
|
||||||
|
|
||||||
|
# Re-enable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitoring = false # Hurtbox doesn't monitor, it's monitored
|
||||||
|
hurtbox.monitorable = true
|
||||||
|
|
||||||
|
# Reset state
|
||||||
|
_attack_timer = 0.0
|
||||||
|
_is_attacking = false
|
||||||
|
|
||||||
|
# Re-equip starting weapons
|
||||||
|
call_deferred("_equip_starting_weapons_local")
|
||||||
|
|
||||||
|
print("[ArmedEnemy ", name, "] respawned")
|
||||||
|
|
||||||
|
## Set enemy color (hue-based like player)
|
||||||
|
func set_enemy_color(hue: float):
|
||||||
|
if _body and _body.has_method("set_character_color"):
|
||||||
|
_body.set_character_color(hue)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://deefoag762nvc
|
||||||
@@ -0,0 +1,108 @@
|
|||||||
|
extends BaseUnit
|
||||||
|
class_name BaseEnemy
|
||||||
|
|
||||||
|
## Base class for all enemies in the game
|
||||||
|
## Provides common enemy functionality like AI, pathfinding, and targeting
|
||||||
|
|
||||||
|
signal target_changed(new_target: Node)
|
||||||
|
|
||||||
|
## Current target (usually a player)
|
||||||
|
var current_target: Node = null
|
||||||
|
## Enemy detection/aggro range
|
||||||
|
@export var detection_range: float = 10.0
|
||||||
|
## Whether this enemy is aggressive (will attack players)
|
||||||
|
@export var is_aggressive: bool = true
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
super._ready()
|
||||||
|
|
||||||
|
# Enemies should respawn by default
|
||||||
|
can_respawn = true
|
||||||
|
|
||||||
|
# Connect to health signals for AI reactions
|
||||||
|
health_changed.connect(_on_enemy_health_changed)
|
||||||
|
died.connect(_on_enemy_died)
|
||||||
|
respawned.connect(_on_enemy_respawned)
|
||||||
|
|
||||||
|
func _physics_process(delta):
|
||||||
|
# Only server handles enemy AI (check peer is assigned first)
|
||||||
|
if multiplayer.multiplayer_peer == null or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if is_dead:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Update target if needed
|
||||||
|
_update_target()
|
||||||
|
|
||||||
|
## Find and update current target
|
||||||
|
func _update_target():
|
||||||
|
# Subclasses can override this to implement custom targeting logic
|
||||||
|
pass
|
||||||
|
|
||||||
|
## Get all players in range
|
||||||
|
func get_players_in_range(range_dist: float) -> Array[Node]:
|
||||||
|
var players_in_range: Array[Node] = []
|
||||||
|
|
||||||
|
# Find the players container
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if not level or not level.has_node("PlayersContainer"):
|
||||||
|
return players_in_range
|
||||||
|
|
||||||
|
var players_container = level.get_node("PlayersContainer")
|
||||||
|
|
||||||
|
for player in players_container.get_children():
|
||||||
|
if player is Character and not player.is_dead:
|
||||||
|
var distance = global_position.distance_to(player.global_position)
|
||||||
|
if distance <= range_dist:
|
||||||
|
players_in_range.append(player)
|
||||||
|
|
||||||
|
return players_in_range
|
||||||
|
|
||||||
|
## Get nearest player
|
||||||
|
func get_nearest_player() -> Node:
|
||||||
|
var players = get_players_in_range(detection_range)
|
||||||
|
|
||||||
|
if players.is_empty():
|
||||||
|
return null
|
||||||
|
|
||||||
|
var nearest_player = null
|
||||||
|
var nearest_distance = INF
|
||||||
|
|
||||||
|
for player in players:
|
||||||
|
var distance = global_position.distance_to(player.global_position)
|
||||||
|
if distance < nearest_distance:
|
||||||
|
nearest_distance = distance
|
||||||
|
nearest_player = player
|
||||||
|
|
||||||
|
return nearest_player
|
||||||
|
|
||||||
|
## Health changed callback
|
||||||
|
func _on_enemy_health_changed(old_health: float, new_health: float):
|
||||||
|
# Subclasses can override to react to damage
|
||||||
|
pass
|
||||||
|
|
||||||
|
## Death callback
|
||||||
|
func _on_enemy_died(killer_id: int):
|
||||||
|
print("[Enemy ", name, "] died. Killer ID: ", killer_id)
|
||||||
|
|
||||||
|
# Subclasses can override for death effects
|
||||||
|
pass
|
||||||
|
|
||||||
|
## Respawn callback
|
||||||
|
func _on_enemy_respawned():
|
||||||
|
print("[Enemy ", name, "] respawned at ", global_position)
|
||||||
|
|
||||||
|
# Clear target on respawn
|
||||||
|
current_target = null
|
||||||
|
target_changed.emit(null)
|
||||||
|
|
||||||
|
# Subclasses can override for respawn effects
|
||||||
|
pass
|
||||||
|
|
||||||
|
## Override hurt animation
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _play_hurt_animation():
|
||||||
|
# Flash red or play hurt animation
|
||||||
|
# Subclasses should implement this with their specific animations
|
||||||
|
pass
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://base_enemy_script
|
||||||
@@ -11,15 +11,29 @@ signal respawned()
|
|||||||
@export var max_health: float = 100.0
|
@export var max_health: float = 100.0
|
||||||
@export var can_respawn: bool = true
|
@export var can_respawn: bool = true
|
||||||
@export var respawn_delay: float = 3.0
|
@export var respawn_delay: float = 3.0
|
||||||
|
@export var health_regen: float = 0.0 ## HP restored per second by passive regen (server-applied). 0 = disabled.
|
||||||
|
@export var regen_delay: float = 4.0 ## Seconds to wait after taking damage before regen resumes.
|
||||||
|
|
||||||
|
const REGEN_TICK := 0.5 # Seconds between regen applications
|
||||||
|
|
||||||
var current_health: float = 100.0
|
var current_health: float = 100.0
|
||||||
var is_dead: bool = false
|
var is_dead: bool = false
|
||||||
var _respawn_point: Vector3 = Vector3.ZERO
|
var _respawn_point: Vector3 = Vector3.ZERO
|
||||||
|
var _last_damage_time: float = -1000.0
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
current_health = max_health
|
current_health = max_health
|
||||||
_respawn_point = global_position
|
_respawn_point = global_position
|
||||||
|
|
||||||
|
# Server drives a passive regen tick for any unit with health_regen > 0
|
||||||
|
if multiplayer.is_server() and health_regen > 0.0:
|
||||||
|
var regen_timer := Timer.new()
|
||||||
|
regen_timer.name = "RegenTimer"
|
||||||
|
regen_timer.wait_time = REGEN_TICK
|
||||||
|
regen_timer.autostart = true
|
||||||
|
add_child(regen_timer)
|
||||||
|
regen_timer.timeout.connect(_on_regen_tick)
|
||||||
|
|
||||||
func _enter_tree():
|
func _enter_tree():
|
||||||
set_multiplayer_authority(str(name).to_int())
|
set_multiplayer_authority(str(name).to_int())
|
||||||
|
|
||||||
@@ -34,6 +48,9 @@ func take_damage(amount: float, attacker_id: int = -1, knockback: float = 0.0, a
|
|||||||
if is_dead:
|
if is_dead:
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# Record when we were last hit so passive regen can pause briefly
|
||||||
|
_last_damage_time = Time.get_ticks_msec() / 1000.0
|
||||||
|
|
||||||
# Apply blocking reduction if applicable (duck typing - check if method exists)
|
# Apply blocking reduction if applicable (duck typing - check if method exists)
|
||||||
var final_damage = amount
|
var final_damage = amount
|
||||||
var final_knockback = knockback
|
var final_knockback = knockback
|
||||||
@@ -68,6 +85,18 @@ func take_damage(amount: float, attacker_id: int = -1, knockback: float = 0.0, a
|
|||||||
if current_health <= 0:
|
if current_health <= 0:
|
||||||
_die(attacker_id)
|
_die(attacker_id)
|
||||||
|
|
||||||
|
## Server-side passive regeneration tick (driven by RegenTimer)
|
||||||
|
func _on_regen_tick():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
if is_dead or health_regen <= 0.0 or current_health >= max_health:
|
||||||
|
return
|
||||||
|
# Hold off regen for a short window after taking damage
|
||||||
|
var now := Time.get_ticks_msec() / 1000.0
|
||||||
|
if now - _last_damage_time < regen_delay:
|
||||||
|
return
|
||||||
|
heal(health_regen * REGEN_TICK)
|
||||||
|
|
||||||
## Heal the unit
|
## Heal the unit
|
||||||
@rpc("any_peer", "reliable")
|
@rpc("any_peer", "reliable")
|
||||||
func heal(amount: float):
|
func heal(amount: float):
|
||||||
|
|||||||
+157
-54
@@ -3,20 +3,24 @@ class_name BaseWeapon
|
|||||||
|
|
||||||
## Base class for equipped weapons
|
## Base class for equipped weapons
|
||||||
## Attached to player's hand via BoneAttachment3D
|
## Attached to player's hand via BoneAttachment3D
|
||||||
## Provides common weapon functionality and stats
|
## Uses HitBox/HurtBox system for damage detection
|
||||||
|
|
||||||
signal attack_performed()
|
signal attack_performed()
|
||||||
|
signal hit_connected(target: Node)
|
||||||
|
|
||||||
@export var weapon_data: WeaponData
|
@export var weapon_data: WeaponData
|
||||||
|
|
||||||
# Runtime references
|
# Runtime references
|
||||||
var owner_character: Character = null
|
var owner_character: Node = null # Can be Character or ArmedEnemy
|
||||||
var _mesh_instance: Node3D = null
|
var _mesh_instance: Node3D = null
|
||||||
var _attack_timer: float = 0.0
|
var _attack_timer: float = 0.0
|
||||||
|
var _hitbox: HitBox = null
|
||||||
|
var _is_attacking: bool = false # Prevents overlapping attacks
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
if weapon_data and weapon_data.mesh_scene:
|
if weapon_data and weapon_data.mesh_scene:
|
||||||
_spawn_mesh()
|
_spawn_mesh()
|
||||||
|
_setup_hitbox()
|
||||||
|
|
||||||
func _process(delta):
|
func _process(delta):
|
||||||
if _attack_timer > 0:
|
if _attack_timer > 0:
|
||||||
@@ -32,85 +36,184 @@ func _spawn_mesh():
|
|||||||
_mesh_instance = weapon_data.mesh_scene.instantiate()
|
_mesh_instance = weapon_data.mesh_scene.instantiate()
|
||||||
add_child(_mesh_instance)
|
add_child(_mesh_instance)
|
||||||
|
|
||||||
|
# Check if mesh has a HitBox child, use it instead of auto-generated one
|
||||||
|
var mesh_hitbox = _mesh_instance.get_node_or_null("HitBox")
|
||||||
|
if mesh_hitbox and mesh_hitbox is HitBox:
|
||||||
|
# Use the hitbox from the mesh scene
|
||||||
|
print("[BaseWeapon] Found manual HitBox in mesh scene")
|
||||||
|
if _hitbox:
|
||||||
|
_hitbox.queue_free()
|
||||||
|
_hitbox = mesh_hitbox
|
||||||
|
_configure_hitbox()
|
||||||
|
else:
|
||||||
|
print("[BaseWeapon] No manual HitBox found, will auto-generate")
|
||||||
|
|
||||||
|
## Setup the hitbox for this weapon
|
||||||
|
func _setup_hitbox():
|
||||||
|
# Skip if we already have a hitbox (e.g., from mesh scene)
|
||||||
|
if _hitbox:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Create hitbox dynamically based on weapon range
|
||||||
|
_hitbox = HitBox.new()
|
||||||
|
_hitbox.name = "HitBox"
|
||||||
|
|
||||||
|
# Add collision shape BEFORE adding hitbox to tree (so _ready can find it)
|
||||||
|
var collision = CollisionShape3D.new()
|
||||||
|
var sphere = SphereShape3D.new()
|
||||||
|
var range_val = weapon_data.attack_range if weapon_data else 1.5
|
||||||
|
sphere.radius = range_val
|
||||||
|
collision.shape = sphere
|
||||||
|
_hitbox.add_child(collision)
|
||||||
|
|
||||||
|
# Now add the fully configured hitbox to the scene
|
||||||
|
add_child(_hitbox)
|
||||||
|
|
||||||
|
_configure_hitbox()
|
||||||
|
|
||||||
|
## Configure hitbox with weapon stats and owner
|
||||||
|
func _configure_hitbox():
|
||||||
|
if not _hitbox:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Set damage stats from weapon
|
||||||
|
if weapon_data:
|
||||||
|
_hitbox.set_stats(weapon_data.damage, weapon_data.knockback_force)
|
||||||
|
|
||||||
|
# Set owner to prevent self-damage
|
||||||
|
_hitbox.owner_entity = owner_character
|
||||||
|
|
||||||
|
# Connect to hit signal
|
||||||
|
if not _hitbox.hit_landed.is_connected(_on_hitbox_hit):
|
||||||
|
_hitbox.hit_landed.connect(_on_hitbox_hit)
|
||||||
|
|
||||||
|
## Called when hitbox connects with a hurtbox
|
||||||
|
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
|
||||||
|
if not target or not owner_character:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Flash the target's hurtbox red for visual feedback
|
||||||
|
if target is Node:
|
||||||
|
var hurtbox = target.find_child("HurtBox", true, false)
|
||||||
|
if hurtbox and hurtbox.has_method("flash_hit"):
|
||||||
|
hurtbox.flash_hit()
|
||||||
|
|
||||||
|
hit_connected.emit(target)
|
||||||
|
|
||||||
|
# Route damage through server
|
||||||
|
var attacker_id = multiplayer.get_unique_id()
|
||||||
|
|
||||||
|
# Check if owner has _server_apply_damage (Character has it, ArmedEnemy doesn't)
|
||||||
|
if owner_character.has_method("_server_apply_damage"):
|
||||||
|
if multiplayer.is_server():
|
||||||
|
# We are server, apply directly
|
||||||
|
owner_character._server_apply_damage(
|
||||||
|
target.name,
|
||||||
|
damage_amount,
|
||||||
|
attacker_id,
|
||||||
|
knockback_amount,
|
||||||
|
attacker_pos
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
# Send to server
|
||||||
|
owner_character.rpc_id(1, "_server_apply_damage",
|
||||||
|
target.name,
|
||||||
|
damage_amount,
|
||||||
|
attacker_id,
|
||||||
|
knockback_amount,
|
||||||
|
attacker_pos
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
# ArmedEnemy or other entity - apply damage directly if we're server
|
||||||
|
if multiplayer.is_server() and target is BaseUnit:
|
||||||
|
target.take_damage(damage_amount, 1, knockback_amount, attacker_pos)
|
||||||
|
|
||||||
## Perform an attack with this weapon
|
## Perform an attack with this weapon
|
||||||
## Called by the character who owns this weapon
|
## Called by the character who owns this weapon
|
||||||
func perform_attack() -> bool:
|
func perform_attack() -> bool:
|
||||||
if not weapon_data or not owner_character:
|
if not weapon_data or not owner_character:
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# Check cooldown
|
# Check cooldown and if already attacking
|
||||||
if _attack_timer > 0:
|
if _attack_timer > 0 or _is_attacking:
|
||||||
return false
|
return false
|
||||||
|
|
||||||
_attack_timer = weapon_data.attack_cooldown
|
# Calculate total attack duration (startup + active)
|
||||||
|
var startup = weapon_data.startup_time if weapon_data else 0.15
|
||||||
|
var active = weapon_data.active_time if weapon_data else 0.2
|
||||||
|
var total_duration = startup + active
|
||||||
|
|
||||||
# Notify owner character of attack cooldown (for UI)
|
# Set cooldown to at least cover the full attack duration
|
||||||
if owner_character and owner_character.is_multiplayer_authority():
|
var cooldown = max(weapon_data.attack_cooldown, total_duration)
|
||||||
owner_character._attack_timer = weapon_data.attack_cooldown
|
_attack_timer = cooldown
|
||||||
|
_is_attacking = true
|
||||||
|
|
||||||
# Play attack animation on owner
|
# Notify owner character of attack cooldown (for UI) - only for Characters
|
||||||
if owner_character._body:
|
if owner_character.is_multiplayer_authority() and "_attack_timer" in owner_character:
|
||||||
owner_character._body.play_attack()
|
owner_character._attack_timer = cooldown
|
||||||
|
|
||||||
# Delay damage until animation hits (roughly 70% through the animation)
|
# Play attack animation on owner (use weapon's animation)
|
||||||
# This makes the damage apply when the swing actually connects
|
if "_body" in owner_character and owner_character._body:
|
||||||
var damage_delay = weapon_data.attack_cooldown * 0.4 # Adjust this multiplier to change when damage happens
|
var anim_name = weapon_data.attack_animation if weapon_data.attack_animation else "Attack_OneHand"
|
||||||
get_tree().create_timer(damage_delay).timeout.connect(_find_and_damage_targets)
|
if owner_character._body.has_method("play_attack"):
|
||||||
|
owner_character._body.play_attack(anim_name)
|
||||||
|
# Sync animation to other clients if method exists
|
||||||
|
if owner_character.has_method("_sync_attack_animation"):
|
||||||
|
owner_character._sync_attack_animation.rpc(anim_name)
|
||||||
|
|
||||||
|
# Activate hitbox for the attack duration
|
||||||
|
# For players: only activate on authority
|
||||||
|
# For enemies: they are server-authoritative, so check if we're server
|
||||||
|
var should_activate = owner_character.is_multiplayer_authority() or multiplayer.is_server()
|
||||||
|
if should_activate:
|
||||||
|
_activate_hitbox()
|
||||||
|
|
||||||
attack_performed.emit()
|
attack_performed.emit()
|
||||||
return true
|
return true
|
||||||
|
|
||||||
## Find targets in range and apply damage
|
## Activate the hitbox for attack detection - waits for startup, then activates
|
||||||
func _find_and_damage_targets():
|
func _activate_hitbox():
|
||||||
if not owner_character:
|
if not _hitbox:
|
||||||
|
_is_attacking = false
|
||||||
return
|
return
|
||||||
|
|
||||||
# Check if the owner character has authority (not this node)
|
# Update owner reference in case it changed
|
||||||
if not owner_character.is_multiplayer_authority():
|
_hitbox.owner_entity = owner_character
|
||||||
|
|
||||||
|
# STARTUP PHASE - Wait before activating (wind-up animation)
|
||||||
|
var startup = weapon_data.startup_time if weapon_data else 0.15
|
||||||
|
if startup > 0:
|
||||||
|
await get_tree().create_timer(startup).timeout
|
||||||
|
|
||||||
|
# Check if weapon/hitbox is still valid after await
|
||||||
|
if not _hitbox or not is_instance_valid(_hitbox):
|
||||||
|
_is_attacking = false
|
||||||
return
|
return
|
||||||
|
|
||||||
var space_state = get_world_3d().direct_space_state
|
# ACTIVE PHASE - Hitbox on, can deal damage
|
||||||
var query = PhysicsShapeQueryParameters3D.new()
|
_hitbox.activate()
|
||||||
var sphere = SphereShape3D.new()
|
|
||||||
sphere.radius = weapon_data.attack_range
|
|
||||||
query.shape = sphere
|
|
||||||
query.transform = global_transform
|
|
||||||
query.collision_mask = 1 # Player layer
|
|
||||||
|
|
||||||
var results = space_state.intersect_shape(query)
|
# Wait for active duration
|
||||||
|
var active = weapon_data.active_time if weapon_data else 0.2
|
||||||
|
await get_tree().create_timer(active).timeout
|
||||||
|
|
||||||
for result in results:
|
# RECOVERY PHASE - Hitbox off
|
||||||
var hit_body = result["collider"]
|
if _hitbox and is_instance_valid(_hitbox):
|
||||||
if hit_body != owner_character and hit_body is BaseUnit:
|
_hitbox.deactivate()
|
||||||
var attacker_id = multiplayer.get_unique_id()
|
|
||||||
|
|
||||||
# If we're the server, apply damage directly
|
# Attack complete
|
||||||
if multiplayer.is_server():
|
_is_attacking = false
|
||||||
owner_character._server_apply_damage(
|
|
||||||
hit_body.name,
|
|
||||||
weapon_data.damage,
|
|
||||||
attacker_id,
|
|
||||||
weapon_data.knockback_force,
|
|
||||||
owner_character.global_position
|
|
||||||
)
|
|
||||||
else:
|
|
||||||
# Otherwise, request server to apply damage
|
|
||||||
owner_character.rpc_id(1, "_server_apply_damage",
|
|
||||||
hit_body.name,
|
|
||||||
weapon_data.damage,
|
|
||||||
attacker_id,
|
|
||||||
weapon_data.knockback_force,
|
|
||||||
owner_character.global_position
|
|
||||||
)
|
|
||||||
break # Only hit one target per attack
|
|
||||||
|
|
||||||
## Check if weapon can attack
|
## Check if weapon can attack
|
||||||
func can_attack() -> bool:
|
func can_attack() -> bool:
|
||||||
return _attack_timer <= 0
|
return _attack_timer <= 0 and not _is_attacking
|
||||||
|
|
||||||
## Set the character who owns this weapon
|
## Set the character who owns this weapon (can be Character or ArmedEnemy)
|
||||||
func set_owner_character(character: Character):
|
func set_owner_character(character: Node):
|
||||||
owner_character = character
|
owner_character = character
|
||||||
|
# Update hitbox owner
|
||||||
|
if _hitbox:
|
||||||
|
_hitbox.owner_entity = character
|
||||||
|
|
||||||
## Get weapon stats
|
## Get weapon stats
|
||||||
func get_damage() -> float:
|
func get_damage() -> float:
|
||||||
|
|||||||
@@ -0,0 +1,337 @@
|
|||||||
|
extends BaseEnemy
|
||||||
|
class_name BasicEnemy
|
||||||
|
|
||||||
|
## A basic melee enemy that chases and attacks players
|
||||||
|
## Server-authoritative AI with multiplayer support
|
||||||
|
|
||||||
|
## Movement
|
||||||
|
@export var move_speed: float = 3.0
|
||||||
|
@export var chase_range: float = 15.0
|
||||||
|
@export var attack_range: float = 2.5
|
||||||
|
|
||||||
|
## Combat
|
||||||
|
@export var attack_damage: float = 15.0
|
||||||
|
@export var attack_knockback: float = 10.0
|
||||||
|
@export var attack_cooldown: float = 1.5
|
||||||
|
@export var health_orb_drop_chance: float = 0.4 ## Chance (0-1) to drop a health orb on death
|
||||||
|
@export_category("Attack Timing")
|
||||||
|
@export var attack_startup: float = 0.3 # Wind-up before hit
|
||||||
|
@export var attack_active: float = 0.4 # Hit window duration
|
||||||
|
|
||||||
|
## References
|
||||||
|
var _hitbox: HitBox = null
|
||||||
|
var _hurtbox: HurtBox = null
|
||||||
|
var _mesh: MeshInstance3D = null
|
||||||
|
|
||||||
|
## AI State
|
||||||
|
var _attack_timer: float = 0.0
|
||||||
|
var _is_attacking: bool = false
|
||||||
|
var _original_material: Material = null
|
||||||
|
var _hit_flash_timer: float = 0.0
|
||||||
|
const HIT_FLASH_DURATION: float = 0.2
|
||||||
|
|
||||||
|
func _enter_tree():
|
||||||
|
# Enemies are always server-authoritative
|
||||||
|
set_multiplayer_authority(1)
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
super._ready()
|
||||||
|
|
||||||
|
# Wave lobsters die for good — no reviving (BaseEnemy defaults this to true)
|
||||||
|
can_respawn = false
|
||||||
|
|
||||||
|
# Find mesh, hitbox, and hurtbox
|
||||||
|
_mesh = get_node_or_null("Mesh")
|
||||||
|
_hitbox = get_node_or_null("HitBox")
|
||||||
|
_hurtbox = get_node_or_null("HurtBox")
|
||||||
|
|
||||||
|
# Store original material for hit flash
|
||||||
|
if _mesh:
|
||||||
|
_original_material = _mesh.get_surface_override_material(0)
|
||||||
|
if not _original_material and _mesh.mesh:
|
||||||
|
_original_material = _mesh.mesh.surface_get_material(0)
|
||||||
|
|
||||||
|
# Setup hitbox
|
||||||
|
if _hitbox:
|
||||||
|
_hitbox.owner_entity = self
|
||||||
|
_hitbox.set_stats(attack_damage, attack_knockback)
|
||||||
|
_hitbox.hit_landed.connect(_on_hitbox_hit)
|
||||||
|
|
||||||
|
# Setup hurtbox
|
||||||
|
if _hurtbox:
|
||||||
|
_hurtbox.owner_entity = self
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
# Countdown timers
|
||||||
|
if _attack_timer > 0:
|
||||||
|
_attack_timer -= delta
|
||||||
|
|
||||||
|
# Handle hit flash
|
||||||
|
if _hit_flash_timer > 0:
|
||||||
|
_hit_flash_timer -= delta
|
||||||
|
if _hit_flash_timer <= 0:
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
func _physics_process(delta):
|
||||||
|
super._physics_process(delta)
|
||||||
|
|
||||||
|
# Only server runs AI
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if is_dead:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Apply gravity
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
|
||||||
|
|
||||||
|
# AI behavior
|
||||||
|
if current_target and is_instance_valid(current_target):
|
||||||
|
_ai_combat(delta)
|
||||||
|
else:
|
||||||
|
# Stop moving if no target
|
||||||
|
velocity.x = 0
|
||||||
|
velocity.z = 0
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
|
|
||||||
|
## Override to find nearest player without range limit
|
||||||
|
func get_nearest_player() -> Node:
|
||||||
|
# Find all players in a very large range (essentially unlimited)
|
||||||
|
var players = get_players_in_range(1000.0) # 1000m range - basically unlimited
|
||||||
|
|
||||||
|
if players.is_empty():
|
||||||
|
return null
|
||||||
|
|
||||||
|
var nearest_player = null
|
||||||
|
var nearest_distance = INF
|
||||||
|
|
||||||
|
for player in players:
|
||||||
|
var distance = global_position.distance_to(player.global_position)
|
||||||
|
if distance < nearest_distance:
|
||||||
|
nearest_distance = distance
|
||||||
|
nearest_player = player
|
||||||
|
|
||||||
|
return nearest_player
|
||||||
|
|
||||||
|
## Update target - called by BaseEnemy
|
||||||
|
func _update_target():
|
||||||
|
if not is_aggressive:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Always find and target the nearest player (no range limit)
|
||||||
|
var nearest = get_nearest_player()
|
||||||
|
|
||||||
|
if nearest:
|
||||||
|
# Update target if it changed
|
||||||
|
if current_target != nearest:
|
||||||
|
current_target = nearest
|
||||||
|
target_changed.emit(nearest)
|
||||||
|
else:
|
||||||
|
# No players exist
|
||||||
|
if current_target != null:
|
||||||
|
current_target = null
|
||||||
|
target_changed.emit(null)
|
||||||
|
|
||||||
|
## Combat AI behavior
|
||||||
|
func _ai_combat(delta):
|
||||||
|
if not current_target or not is_instance_valid(current_target):
|
||||||
|
return
|
||||||
|
|
||||||
|
var target_pos = current_target.global_position
|
||||||
|
var direction = (target_pos - global_position).normalized()
|
||||||
|
var distance = global_position.distance_to(target_pos)
|
||||||
|
|
||||||
|
# Face the target
|
||||||
|
if direction.length() > 0.01:
|
||||||
|
var look_dir = Vector3(direction.x, 0, direction.z)
|
||||||
|
if look_dir.length() > 0.01:
|
||||||
|
look_at(global_position + look_dir, Vector3.UP)
|
||||||
|
|
||||||
|
# If in attack range, attack
|
||||||
|
if distance <= attack_range:
|
||||||
|
# Stop moving when attacking
|
||||||
|
velocity.x = 0
|
||||||
|
velocity.z = 0
|
||||||
|
|
||||||
|
# Try to attack
|
||||||
|
if _attack_timer <= 0 and not _is_attacking:
|
||||||
|
_perform_attack()
|
||||||
|
else:
|
||||||
|
# Always chase the target (no range limit)
|
||||||
|
velocity.x = direction.x * move_speed
|
||||||
|
velocity.z = direction.z * move_speed
|
||||||
|
|
||||||
|
## Perform melee attack
|
||||||
|
func _perform_attack():
|
||||||
|
if _is_attacking or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Calculate total attack duration
|
||||||
|
var total_duration = attack_startup + attack_active
|
||||||
|
var cooldown = max(attack_cooldown, total_duration)
|
||||||
|
|
||||||
|
_attack_timer = cooldown
|
||||||
|
_is_attacking = true
|
||||||
|
|
||||||
|
# Play attack animation on all clients
|
||||||
|
rpc("_sync_attack_animation")
|
||||||
|
|
||||||
|
# Activate hitbox
|
||||||
|
_activate_hitbox()
|
||||||
|
|
||||||
|
## Activate hitbox for attack
|
||||||
|
func _activate_hitbox():
|
||||||
|
if not _hitbox or not multiplayer.is_server():
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# STARTUP PHASE - Wait before activating
|
||||||
|
if attack_startup > 0:
|
||||||
|
await get_tree().create_timer(attack_startup).timeout
|
||||||
|
|
||||||
|
if not _hitbox or not is_instance_valid(_hitbox) or is_dead:
|
||||||
|
_is_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# ACTIVE PHASE - Hitbox on
|
||||||
|
_hitbox.activate()
|
||||||
|
|
||||||
|
await get_tree().create_timer(attack_active).timeout
|
||||||
|
|
||||||
|
# RECOVERY PHASE - Hitbox off
|
||||||
|
if _hitbox and is_instance_valid(_hitbox):
|
||||||
|
_hitbox.deactivate()
|
||||||
|
|
||||||
|
_is_attacking = false
|
||||||
|
|
||||||
|
## Called when hitbox hits something
|
||||||
|
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
|
||||||
|
if not target or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Flash target's hurtbox
|
||||||
|
if target is Node:
|
||||||
|
var hurtbox = target.find_child("HurtBox", true, false)
|
||||||
|
if hurtbox and hurtbox.has_method("flash_hit"):
|
||||||
|
hurtbox.flash_hit()
|
||||||
|
|
||||||
|
# Server applies damage directly
|
||||||
|
if target is BaseUnit:
|
||||||
|
target.take_damage(damage_amount, 1, knockback_amount, global_position)
|
||||||
|
|
||||||
|
## Play attack animation (synced to all clients)
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _sync_attack_animation():
|
||||||
|
# Visual feedback for attack
|
||||||
|
# Could play animation here if you have an AnimationPlayer
|
||||||
|
pass
|
||||||
|
|
||||||
|
## Override hurt animation to flash red
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _play_hurt_animation():
|
||||||
|
if _mesh:
|
||||||
|
_flash_red()
|
||||||
|
|
||||||
|
## Flash red when hit
|
||||||
|
func _flash_red():
|
||||||
|
if not _mesh:
|
||||||
|
return
|
||||||
|
|
||||||
|
_hit_flash_timer = HIT_FLASH_DURATION
|
||||||
|
|
||||||
|
# Create red material
|
||||||
|
var red_material = StandardMaterial3D.new()
|
||||||
|
red_material.albedo_color = Color(1.5, 0.3, 0.3)
|
||||||
|
|
||||||
|
# Copy properties from original if exists
|
||||||
|
if _original_material and _original_material is StandardMaterial3D:
|
||||||
|
var orig = _original_material as StandardMaterial3D
|
||||||
|
red_material.metallic = orig.metallic
|
||||||
|
red_material.roughness = orig.roughness
|
||||||
|
red_material.albedo_texture = orig.albedo_texture
|
||||||
|
|
||||||
|
_mesh.set_surface_override_material(0, red_material)
|
||||||
|
|
||||||
|
## Reset material
|
||||||
|
func _reset_material():
|
||||||
|
if _mesh and _original_material:
|
||||||
|
_mesh.set_surface_override_material(0, _original_material.duplicate())
|
||||||
|
|
||||||
|
## Handle death: drop loot, then despawn (server-authoritative, fires once per death)
|
||||||
|
func _die(killer_id: int):
|
||||||
|
var already_dead = is_dead
|
||||||
|
super._die(killer_id)
|
||||||
|
|
||||||
|
if not multiplayer.is_server() or already_dead:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Chance to drop a health orb
|
||||||
|
if randf() < health_orb_drop_chance:
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if level and level.has_method("spawn_health_orb"):
|
||||||
|
level.spawn_health_orb(global_position + Vector3.UP)
|
||||||
|
|
||||||
|
# Non-reviving enemies remove their corpse on every client after a short beat
|
||||||
|
if not can_respawn:
|
||||||
|
_schedule_despawn()
|
||||||
|
|
||||||
|
## Free this enemy on all peers a couple seconds after death
|
||||||
|
func _schedule_despawn():
|
||||||
|
await get_tree().create_timer(2.0).timeout
|
||||||
|
if is_instance_valid(self):
|
||||||
|
rpc("_despawn")
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _despawn():
|
||||||
|
queue_free()
|
||||||
|
|
||||||
|
## Death callback
|
||||||
|
func _on_enemy_died(killer_id: int):
|
||||||
|
super._on_enemy_died(killer_id)
|
||||||
|
|
||||||
|
# Hide when dead
|
||||||
|
if _mesh:
|
||||||
|
_mesh.visible = false
|
||||||
|
|
||||||
|
# Disable collision so players can walk through
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = true
|
||||||
|
|
||||||
|
# Disable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitorable = false
|
||||||
|
|
||||||
|
# Deactivate hitbox
|
||||||
|
if _hitbox:
|
||||||
|
_hitbox.deactivate()
|
||||||
|
|
||||||
|
print("[BasicEnemy ", name, "] killed by ", killer_id)
|
||||||
|
|
||||||
|
## Respawn callback
|
||||||
|
func _on_enemy_respawned():
|
||||||
|
super._on_enemy_respawned()
|
||||||
|
|
||||||
|
# Show mesh
|
||||||
|
if _mesh:
|
||||||
|
_mesh.visible = true
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
# Re-enable collision
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = false
|
||||||
|
|
||||||
|
# Re-enable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitorable = true
|
||||||
|
|
||||||
|
# Reset state
|
||||||
|
_attack_timer = 0.0
|
||||||
|
_is_attacking = false
|
||||||
|
|
||||||
|
print("[BasicEnemy ", name, "] respawned")
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cd87rsuiqhdav
|
||||||
@@ -0,0 +1,277 @@
|
|||||||
|
extends Node3D
|
||||||
|
class_name EnemySpawner
|
||||||
|
|
||||||
|
## Spawns enemies in waves around the arena edge
|
||||||
|
## Server-authoritative spawning with multiplayer sync
|
||||||
|
|
||||||
|
signal wave_started(wave_number: int)
|
||||||
|
signal wave_completed(wave_number: int)
|
||||||
|
signal enemy_spawned(enemy: Node)
|
||||||
|
signal all_enemies_defeated()
|
||||||
|
|
||||||
|
## Spawn configuration
|
||||||
|
@export_category("Spawn Settings")
|
||||||
|
@export var spawn_radius: float = 20.0 ## Distance from spawner center to spawn enemies
|
||||||
|
@export var spawn_height: float = 0.5 ## Height above ground to spawn
|
||||||
|
@export var enemies_per_wave: int = 3 ## How many enemies spawn per wave
|
||||||
|
@export var auto_start_next_wave: bool = false ## Auto-start next wave when all defeated
|
||||||
|
@export var wave_delay: float = 5.0 ## Delay before next wave auto-starts
|
||||||
|
|
||||||
|
@export_category("Timed Waves")
|
||||||
|
@export var auto_waves: bool = true ## Spawn a fresh wave on a repeating timer
|
||||||
|
@export var wave_interval: float = 15.0 ## Seconds between timed waves
|
||||||
|
@export var first_wave_delay: float = 3.0 ## Delay before the very first timed wave
|
||||||
|
|
||||||
|
@export_category("Enemy Pool")
|
||||||
|
@export var enemy_scenes: Array[PackedScene] = [] ## List of enemy scenes to spawn from
|
||||||
|
|
||||||
|
## Wave tracking
|
||||||
|
var current_wave: int = 0
|
||||||
|
var active_enemies: Array[Node] = []
|
||||||
|
var _wave_delay_timer: float = 0.0
|
||||||
|
var _waiting_for_next_wave: bool = false
|
||||||
|
var _enemy_id_counter: int = 0
|
||||||
|
var _auto_waves_active: bool = false
|
||||||
|
var _auto_wave_timer: float = 0.0
|
||||||
|
|
||||||
|
## Debug visualization
|
||||||
|
@export var show_spawn_radius: bool = false ## Show spawn radius circle in game
|
||||||
|
var _debug_circle: MeshInstance3D = null
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
print("[EnemySpawner] Ready. Server: ", multiplayer.is_server())
|
||||||
|
_create_debug_circle()
|
||||||
|
|
||||||
|
## Begin spawning waves automatically on a timer (server only)
|
||||||
|
func start_auto_waves():
|
||||||
|
if not multiplayer.is_server() or not auto_waves:
|
||||||
|
return
|
||||||
|
_auto_waves_active = true
|
||||||
|
_auto_wave_timer = first_wave_delay
|
||||||
|
print("[EnemySpawner] Auto waves enabled - first wave in ", first_wave_delay, "s, then every ", wave_interval, "s")
|
||||||
|
|
||||||
|
## Stop the timed-wave loop
|
||||||
|
func stop_auto_waves():
|
||||||
|
_auto_waves_active = false
|
||||||
|
|
||||||
|
## Start a new wave
|
||||||
|
func start_wave():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not is_inside_tree():
|
||||||
|
push_error("[EnemySpawner] Cannot start wave - spawner not in scene tree!")
|
||||||
|
return
|
||||||
|
|
||||||
|
if enemy_scenes.is_empty():
|
||||||
|
push_error("[EnemySpawner] No enemy scenes configured!")
|
||||||
|
return
|
||||||
|
|
||||||
|
current_wave += 1
|
||||||
|
print("[EnemySpawner] Starting wave ", current_wave)
|
||||||
|
wave_started.emit(current_wave)
|
||||||
|
|
||||||
|
# Spawn enemies
|
||||||
|
for i in range(enemies_per_wave):
|
||||||
|
_spawn_enemy(i, enemies_per_wave)
|
||||||
|
|
||||||
|
## Spawn a single enemy at a position around the circle
|
||||||
|
func _spawn_enemy(index: int, total: int):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not is_inside_tree():
|
||||||
|
push_error("[EnemySpawner] Cannot spawn enemy - spawner not in scene tree!")
|
||||||
|
return
|
||||||
|
|
||||||
|
if enemy_scenes.is_empty():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Pick a random enemy scene from the pool
|
||||||
|
var enemy_scene = enemy_scenes[randi() % enemy_scenes.size()]
|
||||||
|
|
||||||
|
# Calculate spawn position in a circle
|
||||||
|
var angle = (TAU / total) * index # Evenly distribute around circle
|
||||||
|
var offset = Vector3(
|
||||||
|
cos(angle) * spawn_radius,
|
||||||
|
spawn_height,
|
||||||
|
sin(angle) * spawn_radius
|
||||||
|
)
|
||||||
|
var spawn_pos = global_position + offset
|
||||||
|
|
||||||
|
# Generate unique name for multiplayer sync
|
||||||
|
_enemy_id_counter += 1
|
||||||
|
var enemy_name = "Enemy_" + str(current_wave) + "_" + str(_enemy_id_counter)
|
||||||
|
|
||||||
|
# Spawn on all clients via RPC (call_local will spawn on server too)
|
||||||
|
var enemy_scene_path = enemy_scene.resource_path
|
||||||
|
rpc("_spawn_enemy_on_client", enemy_name, spawn_pos, enemy_scene_path)
|
||||||
|
|
||||||
|
## RPC to spawn enemy on all clients (including server via call_local)
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _spawn_enemy_on_client(enemy_name: String, spawn_pos: Vector3, scene_path: String):
|
||||||
|
# Load the enemy scene
|
||||||
|
var enemy_scene = load(scene_path)
|
||||||
|
if not enemy_scene:
|
||||||
|
push_error("[EnemySpawner] Failed to load enemy scene: ", scene_path)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Instantiate enemy
|
||||||
|
var enemy = enemy_scene.instantiate()
|
||||||
|
enemy.name = enemy_name
|
||||||
|
enemy.position = spawn_pos
|
||||||
|
|
||||||
|
# Find enemies container
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
var enemies_container = null
|
||||||
|
if level and level.has_node("EnemiesContainer"):
|
||||||
|
enemies_container = level.get_node("EnemiesContainer")
|
||||||
|
else:
|
||||||
|
push_error("[EnemySpawner] EnemiesContainer not found!")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Add to scene
|
||||||
|
enemies_container.add_child(enemy, true)
|
||||||
|
|
||||||
|
# Only server tracks active enemies and connects signals
|
||||||
|
if multiplayer.is_server():
|
||||||
|
active_enemies.append(enemy)
|
||||||
|
|
||||||
|
# Connect death signal if enemy is BaseEnemy
|
||||||
|
if enemy is BaseEnemy:
|
||||||
|
enemy.died.connect(_on_enemy_died.bind(enemy))
|
||||||
|
|
||||||
|
enemy_spawned.emit(enemy)
|
||||||
|
|
||||||
|
print("[EnemySpawner] Spawned ", enemy.name, " at ", enemy.global_position, " on peer ", multiplayer.get_unique_id())
|
||||||
|
|
||||||
|
## Called when an enemy dies
|
||||||
|
func _on_enemy_died(killer_id: int, enemy: Node):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[EnemySpawner] Enemy ", enemy.name, " defeated by ", killer_id)
|
||||||
|
|
||||||
|
# Will be cleaned up in _update_active_enemies
|
||||||
|
|
||||||
|
## Update list of active enemies and check if wave complete
|
||||||
|
func _update_active_enemies():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Remove dead/invalid enemies from active list
|
||||||
|
var alive_count = 0
|
||||||
|
for enemy in active_enemies:
|
||||||
|
if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
|
||||||
|
alive_count += 1
|
||||||
|
|
||||||
|
# Check if wave is complete
|
||||||
|
if active_enemies.size() > 0 and alive_count == 0:
|
||||||
|
_on_wave_completed()
|
||||||
|
|
||||||
|
## Called when all enemies in wave are defeated
|
||||||
|
func _on_wave_completed():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[EnemySpawner] Wave ", current_wave, " completed!")
|
||||||
|
wave_completed.emit(current_wave)
|
||||||
|
|
||||||
|
# Clean up dead enemies after a delay
|
||||||
|
await get_tree().create_timer(2.0).timeout
|
||||||
|
_cleanup_dead_enemies()
|
||||||
|
|
||||||
|
all_enemies_defeated.emit()
|
||||||
|
|
||||||
|
# Auto-start next wave if enabled
|
||||||
|
if auto_start_next_wave:
|
||||||
|
_waiting_for_next_wave = true
|
||||||
|
_wave_delay_timer = wave_delay
|
||||||
|
print("[EnemySpawner] Next wave starts in ", wave_delay, " seconds")
|
||||||
|
|
||||||
|
## Remove dead enemies from the scene
|
||||||
|
func _cleanup_dead_enemies():
|
||||||
|
var cleaned = 0
|
||||||
|
for enemy in active_enemies:
|
||||||
|
if is_instance_valid(enemy) and enemy is BaseEnemy and enemy.is_dead:
|
||||||
|
enemy.queue_free()
|
||||||
|
cleaned += 1
|
||||||
|
|
||||||
|
active_enemies.clear()
|
||||||
|
print("[EnemySpawner] Cleaned up ", cleaned, " defeated enemies")
|
||||||
|
|
||||||
|
## Manual wave control
|
||||||
|
func start_next_wave():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
start_wave()
|
||||||
|
|
||||||
|
func stop_waves():
|
||||||
|
_waiting_for_next_wave = false
|
||||||
|
|
||||||
|
## Get current wave info
|
||||||
|
func get_alive_enemy_count() -> int:
|
||||||
|
var count = 0
|
||||||
|
for enemy in active_enemies:
|
||||||
|
if is_instance_valid(enemy) and enemy is BaseEnemy and not enemy.is_dead:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
func is_wave_active() -> bool:
|
||||||
|
return get_alive_enemy_count() > 0
|
||||||
|
|
||||||
|
## Create debug visualization circle
|
||||||
|
func _create_debug_circle():
|
||||||
|
# Create a circle mesh to show spawn radius
|
||||||
|
_debug_circle = MeshInstance3D.new()
|
||||||
|
_debug_circle.name = "DebugSpawnCircle"
|
||||||
|
|
||||||
|
# Create circle mesh using ImmediateMesh
|
||||||
|
var immediate_mesh = ImmediateMesh.new()
|
||||||
|
var material = StandardMaterial3D.new()
|
||||||
|
material.albedo_color = Color(1, 0.5, 0, 0.6) # Orange
|
||||||
|
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
material.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||||
|
|
||||||
|
# Draw circle
|
||||||
|
immediate_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
|
||||||
|
var segments = 64
|
||||||
|
for i in range(segments + 1):
|
||||||
|
var angle = (TAU / segments) * i
|
||||||
|
var x = cos(angle) * spawn_radius
|
||||||
|
var z = sin(angle) * spawn_radius
|
||||||
|
immediate_mesh.surface_add_vertex(Vector3(x, spawn_height, z))
|
||||||
|
immediate_mesh.surface_end()
|
||||||
|
|
||||||
|
_debug_circle.mesh = immediate_mesh
|
||||||
|
_debug_circle.material_override = material
|
||||||
|
_debug_circle.visible = show_spawn_radius
|
||||||
|
add_child(_debug_circle)
|
||||||
|
|
||||||
|
## Update debug visualization (useful when changing spawn_radius in editor)
|
||||||
|
func _process(_delta):
|
||||||
|
# Update circle visibility
|
||||||
|
if _debug_circle:
|
||||||
|
_debug_circle.visible = show_spawn_radius
|
||||||
|
|
||||||
|
# Server spawning logic (check peer is assigned first)
|
||||||
|
if multiplayer.multiplayer_peer == null or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Timed waves - spawn a fresh wave on a repeating interval
|
||||||
|
if _auto_waves_active:
|
||||||
|
_auto_wave_timer -= _delta
|
||||||
|
if _auto_wave_timer <= 0:
|
||||||
|
_auto_wave_timer = wave_interval
|
||||||
|
start_wave()
|
||||||
|
|
||||||
|
# Handle wave delay timer
|
||||||
|
if _waiting_for_next_wave:
|
||||||
|
_wave_delay_timer -= _delta
|
||||||
|
if _wave_delay_timer <= 0:
|
||||||
|
_waiting_for_next_wave = false
|
||||||
|
start_wave()
|
||||||
|
|
||||||
|
# Check if all enemies defeated
|
||||||
|
_update_active_enemies()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dim3dvik1fd27
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
extends Area3D
|
||||||
|
class_name HealthOrb
|
||||||
|
|
||||||
|
## Floating pickup that restores health when a player walks into it.
|
||||||
|
## Server-authoritative pickup; the bob/spin visuals run locally on every peer.
|
||||||
|
|
||||||
|
@export var heal_amount: float = 25.0
|
||||||
|
@export var bob_height: float = 0.3
|
||||||
|
@export var bob_speed: float = 2.0
|
||||||
|
@export var spin_speed: float = 2.0
|
||||||
|
|
||||||
|
var orb_id: int = -1 # Assigned by Level when spawned
|
||||||
|
var _base_y: float = 0.0
|
||||||
|
var _time: float = 0.0
|
||||||
|
var _collected: bool = false
|
||||||
|
@onready var _mesh: Node3D = get_node_or_null("Mesh")
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
_base_y = position.y
|
||||||
|
_time = randf() * TAU # Random phase so multiple orbs don't bob in unison
|
||||||
|
|
||||||
|
# Detect players (physics layer 1) without colliding with anything
|
||||||
|
collision_layer = 0
|
||||||
|
collision_mask = 1
|
||||||
|
|
||||||
|
# Only the server resolves pickups
|
||||||
|
if multiplayer.is_server():
|
||||||
|
body_entered.connect(_on_body_entered)
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
_time += delta
|
||||||
|
position.y = _base_y + sin(_time * bob_speed) * bob_height
|
||||||
|
if _mesh:
|
||||||
|
_mesh.rotate_y(spin_speed * delta)
|
||||||
|
|
||||||
|
func _on_body_entered(body: Node3D):
|
||||||
|
if _collected or not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
if not (body is Character) or body.is_dead:
|
||||||
|
return
|
||||||
|
# Leave the orb in place if the player is already at full health
|
||||||
|
if body.current_health >= body.max_health:
|
||||||
|
return
|
||||||
|
|
||||||
|
_collected = true
|
||||||
|
body.heal(heal_amount)
|
||||||
|
|
||||||
|
# Remove the orb from every client via the level's centralized system
|
||||||
|
var level = get_tree().get_current_scene()
|
||||||
|
if level and level.has_method("remove_health_orb"):
|
||||||
|
level.remove_health_orb(orb_id)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bbekeah8iio6t
|
||||||
@@ -0,0 +1,149 @@
|
|||||||
|
extends Area3D
|
||||||
|
class_name HitBox
|
||||||
|
|
||||||
|
## A component that deals damage to HurtBoxes
|
||||||
|
## Attach to weapons or attack effects
|
||||||
|
## Uses direct physics queries for reliable hit detection
|
||||||
|
|
||||||
|
signal hit_landed(target: Node, damage: float, knockback: float, attacker_pos: Vector3)
|
||||||
|
|
||||||
|
## Damage dealt on hit
|
||||||
|
@export var damage: float = 10.0
|
||||||
|
## Knockback force applied
|
||||||
|
@export var knockback: float = 5.0
|
||||||
|
## Owner entity (used to prevent self-damage and identify attacker)
|
||||||
|
@export var owner_entity: Node = null
|
||||||
|
|
||||||
|
## Global debug visibility toggle (static-like via class name access)
|
||||||
|
static var debug_visible: bool = true
|
||||||
|
|
||||||
|
## Whether hitbox is currently active (only deals damage when active)
|
||||||
|
var is_active: bool = false
|
||||||
|
## Tracks entities hit this attack (prevents multi-hit)
|
||||||
|
var _hits_this_attack: Array[Node] = []
|
||||||
|
## Shape for queries (extracted from child CollisionShape3D)
|
||||||
|
var _query_shape: Shape3D = null
|
||||||
|
## Debug mesh for visualization
|
||||||
|
var _debug_mesh: MeshInstance3D = null
|
||||||
|
var _debug_material: StandardMaterial3D = null
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
# Find the collision shape for queries
|
||||||
|
for child in get_children():
|
||||||
|
if child is CollisionShape3D and child.shape:
|
||||||
|
_query_shape = child.shape
|
||||||
|
_create_debug_visualization(child)
|
||||||
|
break
|
||||||
|
|
||||||
|
func _create_debug_visualization(collision_shape: CollisionShape3D):
|
||||||
|
# Create a semi-transparent red mesh to visualize the hitbox
|
||||||
|
_debug_mesh = MeshInstance3D.new()
|
||||||
|
_debug_material = StandardMaterial3D.new()
|
||||||
|
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.4) # Red, semi-transparent
|
||||||
|
_debug_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
_debug_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
_debug_material.cull_mode = BaseMaterial3D.CULL_DISABLED # Visible from both sides
|
||||||
|
|
||||||
|
# Create mesh matching the collision shape
|
||||||
|
var mesh: Mesh = null
|
||||||
|
if collision_shape.shape is BoxShape3D:
|
||||||
|
var box_mesh = BoxMesh.new()
|
||||||
|
box_mesh.size = collision_shape.shape.size
|
||||||
|
mesh = box_mesh
|
||||||
|
elif collision_shape.shape is SphereShape3D:
|
||||||
|
var sphere_mesh = SphereMesh.new()
|
||||||
|
sphere_mesh.radius = collision_shape.shape.radius
|
||||||
|
sphere_mesh.height = collision_shape.shape.radius * 2
|
||||||
|
mesh = sphere_mesh
|
||||||
|
elif collision_shape.shape is CapsuleShape3D:
|
||||||
|
var capsule_mesh = CapsuleMesh.new()
|
||||||
|
capsule_mesh.radius = collision_shape.shape.radius
|
||||||
|
capsule_mesh.height = collision_shape.shape.height
|
||||||
|
mesh = capsule_mesh
|
||||||
|
|
||||||
|
if mesh:
|
||||||
|
_debug_mesh.mesh = mesh
|
||||||
|
_debug_mesh.material_override = _debug_material
|
||||||
|
_debug_mesh.visible = HitBox.debug_visible
|
||||||
|
# Don't set transform - it inherits from parent CollisionShape3D
|
||||||
|
collision_shape.add_child(_debug_mesh)
|
||||||
|
|
||||||
|
func _physics_process(_delta):
|
||||||
|
# Update debug visibility
|
||||||
|
if _debug_mesh:
|
||||||
|
_debug_mesh.visible = HitBox.debug_visible
|
||||||
|
|
||||||
|
if not is_active:
|
||||||
|
return
|
||||||
|
|
||||||
|
_check_hits()
|
||||||
|
|
||||||
|
func _check_hits():
|
||||||
|
if not _query_shape:
|
||||||
|
# Fallback: create a default sphere
|
||||||
|
var sphere = SphereShape3D.new()
|
||||||
|
sphere.radius = 2.0
|
||||||
|
_query_shape = sphere
|
||||||
|
|
||||||
|
# Use physics server for reliable queries
|
||||||
|
var space_state = get_world_3d().direct_space_state
|
||||||
|
var query = PhysicsShapeQueryParameters3D.new()
|
||||||
|
query.shape = _query_shape
|
||||||
|
query.transform = global_transform
|
||||||
|
query.collision_mask = 16 # Layer 5 (hurtbox)
|
||||||
|
query.collide_with_areas = true
|
||||||
|
query.collide_with_bodies = false
|
||||||
|
|
||||||
|
var results = space_state.intersect_shape(query, 32)
|
||||||
|
|
||||||
|
for result in results:
|
||||||
|
var collider = result["collider"]
|
||||||
|
if collider is HurtBox:
|
||||||
|
_process_hit(collider)
|
||||||
|
|
||||||
|
func _process_hit(hurtbox: HurtBox):
|
||||||
|
# Don't hit our own hurtbox
|
||||||
|
if hurtbox.owner_entity == owner_entity:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Don't hit same entity twice in one attack
|
||||||
|
if hurtbox.owner_entity in _hits_this_attack:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Enemies don't damage other enemies (only players)
|
||||||
|
if owner_entity is BaseEnemy and hurtbox.owner_entity is BaseEnemy:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Register this hit
|
||||||
|
var target = hurtbox.owner_entity
|
||||||
|
if target:
|
||||||
|
_hits_this_attack.append(target)
|
||||||
|
|
||||||
|
# Get attacker position for knockback direction
|
||||||
|
var attacker_pos = global_position
|
||||||
|
if owner_entity and owner_entity is Node3D:
|
||||||
|
attacker_pos = owner_entity.global_position
|
||||||
|
|
||||||
|
# Emit signal - let the weapon/owner handle damage routing to server
|
||||||
|
hit_landed.emit(target, damage, knockback, attacker_pos)
|
||||||
|
|
||||||
|
## Activate hitbox (call when attack starts)
|
||||||
|
func activate():
|
||||||
|
is_active = true
|
||||||
|
_hits_this_attack.clear()
|
||||||
|
# Change to yellow when active
|
||||||
|
if _debug_material:
|
||||||
|
_debug_material.albedo_color = Color(1.0, 1.0, 0.0, 0.5) # Yellow, semi-transparent
|
||||||
|
|
||||||
|
## Deactivate hitbox (call when attack ends)
|
||||||
|
func deactivate():
|
||||||
|
is_active = false
|
||||||
|
_hits_this_attack.clear()
|
||||||
|
# Change back to red when inactive
|
||||||
|
if _debug_material:
|
||||||
|
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.4) # Red, semi-transparent
|
||||||
|
|
||||||
|
## Set damage stats (usually from weapon data)
|
||||||
|
func set_stats(new_damage: float, new_knockback: float):
|
||||||
|
damage = new_damage
|
||||||
|
knockback = new_knockback
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://jyas86y3f0jp
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
extends Area3D
|
||||||
|
class_name HurtBox
|
||||||
|
|
||||||
|
## A component that receives damage from HitBoxes
|
||||||
|
## Attach to any entity that can be damaged (players, enemies, destructibles)
|
||||||
|
## NOTE: This is a passive detection zone - HitBox handles the collision detection
|
||||||
|
|
||||||
|
## Global debug visibility toggle (static-like via class name access)
|
||||||
|
static var debug_visible: bool = true
|
||||||
|
|
||||||
|
## The entity that owns this hurtbox (should be a BaseUnit or similar)
|
||||||
|
@export var owner_entity: Node = null
|
||||||
|
## Debug mesh for visualization
|
||||||
|
var _debug_mesh: MeshInstance3D = null
|
||||||
|
var _debug_material: StandardMaterial3D = null
|
||||||
|
var _hit_flash_timer: float = 0.0
|
||||||
|
const HIT_FLASH_DURATION: float = 0.3 # seconds
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
# Auto-find owner if not set (traverse up to find BaseUnit)
|
||||||
|
if owner_entity == null:
|
||||||
|
var parent = get_parent()
|
||||||
|
while parent:
|
||||||
|
if parent is BaseUnit:
|
||||||
|
owner_entity = parent
|
||||||
|
break
|
||||||
|
parent = parent.get_parent()
|
||||||
|
|
||||||
|
# Configure collision - hurtboxes are on layer 5, detect nothing (passive)
|
||||||
|
collision_layer = 16 # Layer 5 (hurtbox)
|
||||||
|
collision_mask = 0 # Don't detect anything - hitboxes detect us
|
||||||
|
|
||||||
|
# Ensure we can be detected but don't detect others
|
||||||
|
monitorable = true
|
||||||
|
monitoring = false
|
||||||
|
|
||||||
|
# Add debug visualization
|
||||||
|
_create_debug_visualization()
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
# Update debug visibility
|
||||||
|
if _debug_mesh:
|
||||||
|
_debug_mesh.visible = HurtBox.debug_visible
|
||||||
|
|
||||||
|
# Handle hit flash timer
|
||||||
|
if _hit_flash_timer > 0.0:
|
||||||
|
_hit_flash_timer -= delta
|
||||||
|
if _hit_flash_timer <= 0.0:
|
||||||
|
# Flash finished, return to green
|
||||||
|
if _debug_material:
|
||||||
|
_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green
|
||||||
|
|
||||||
|
func _create_debug_visualization():
|
||||||
|
# Find the collision shape to visualize
|
||||||
|
for child in get_children():
|
||||||
|
if child is CollisionShape3D and child.shape:
|
||||||
|
# Create a semi-transparent green mesh to visualize the hurtbox
|
||||||
|
_debug_mesh = MeshInstance3D.new()
|
||||||
|
_debug_material = StandardMaterial3D.new()
|
||||||
|
_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green, semi-transparent
|
||||||
|
_debug_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
|
_debug_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
|
_debug_material.cull_mode = BaseMaterial3D.CULL_DISABLED # Visible from both sides
|
||||||
|
|
||||||
|
# Create mesh matching the collision shape
|
||||||
|
var mesh: Mesh = null
|
||||||
|
if child.shape is BoxShape3D:
|
||||||
|
var box_mesh = BoxMesh.new()
|
||||||
|
box_mesh.size = child.shape.size
|
||||||
|
mesh = box_mesh
|
||||||
|
elif child.shape is SphereShape3D:
|
||||||
|
var sphere_mesh = SphereMesh.new()
|
||||||
|
sphere_mesh.radius = child.shape.radius
|
||||||
|
sphere_mesh.height = child.shape.radius * 2
|
||||||
|
mesh = sphere_mesh
|
||||||
|
elif child.shape is CapsuleShape3D:
|
||||||
|
var capsule_mesh = CapsuleMesh.new()
|
||||||
|
capsule_mesh.radius = child.shape.radius
|
||||||
|
capsule_mesh.height = child.shape.height
|
||||||
|
mesh = capsule_mesh
|
||||||
|
|
||||||
|
if mesh:
|
||||||
|
_debug_mesh.mesh = mesh
|
||||||
|
_debug_mesh.material_override = _debug_material
|
||||||
|
_debug_mesh.visible = HurtBox.debug_visible
|
||||||
|
# Don't set transform - it inherits from parent CollisionShape3D
|
||||||
|
child.add_child(_debug_mesh)
|
||||||
|
break
|
||||||
|
|
||||||
|
## Call this when the hurtbox is hit to flash red
|
||||||
|
func flash_hit():
|
||||||
|
_hit_flash_timer = HIT_FLASH_DURATION
|
||||||
|
if _debug_material:
|
||||||
|
_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.5) # Red, semi-transparent
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bj3uepduxvgju
|
||||||
+447
-9
@@ -4,15 +4,25 @@ extends Node3D
|
|||||||
@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
|
@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
|
||||||
@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
|
@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
|
||||||
@onready var players_container: Node3D = $PlayersContainer
|
@onready var players_container: Node3D = $PlayersContainer
|
||||||
@onready var weapons_container: Node3D = null # Will be created if doesn't exist
|
@onready var weapons_container: Node3D = $WeaponsContainer
|
||||||
|
@onready var enemies_container: Node3D = $EnemiesContainer
|
||||||
|
var orbs_container: Node3D = null
|
||||||
|
@onready var enemy_spawner: EnemySpawner = $EnemySpawner
|
||||||
|
@onready var player_spawn_points: Node3D = $PlayerSpawnPoints
|
||||||
@onready var menu: Control = $Menu
|
@onready var menu: Control = $Menu
|
||||||
@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
|
@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
|
||||||
@export var player_scene: PackedScene
|
@export var player_scene: PackedScene
|
||||||
|
@export var practice_dummy_scene: PackedScene
|
||||||
|
@export var armed_enemy_scene: PackedScene
|
||||||
|
|
||||||
# Weapon spawning counter (server-side only)
|
# Weapon spawning counter (server-side only)
|
||||||
var _weapon_spawn_counter: int = 0
|
var _weapon_spawn_counter: int = 0
|
||||||
# Track active weapons for late-join sync (server-side only)
|
# Track active weapons for late-join sync (server-side only)
|
||||||
var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
|
var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
|
||||||
|
# Track if we've already initialized to prevent double-spawning
|
||||||
|
var _multiplayer_initialized: bool = false
|
||||||
|
# Track next spawn point for round-robin spawning (server-side only)
|
||||||
|
var _next_spawn_index: int = 0
|
||||||
|
|
||||||
# multiplayer chat
|
# multiplayer chat
|
||||||
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
|
@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
|
||||||
@@ -23,6 +33,8 @@ var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
|
|||||||
var chat_visible = false
|
var chat_visible = false
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
|
print("[Level] _ready() called. Peer ID: ", multiplayer.get_unique_id(), " Is server: ", multiplayer.is_server())
|
||||||
|
|
||||||
multiplayer_chat.hide()
|
multiplayer_chat.hide()
|
||||||
menu.show()
|
menu.show()
|
||||||
multiplayer_chat.set_process_input(true)
|
multiplayer_chat.set_process_input(true)
|
||||||
@@ -39,11 +51,46 @@ func _ready():
|
|||||||
add_child(weapons_container)
|
add_child(weapons_container)
|
||||||
print("Created WeaponsContainer")
|
print("Created WeaponsContainer")
|
||||||
|
|
||||||
# Clients: Remove manually placed weapons (server will sync them via RPC)
|
# Create or find enemies container
|
||||||
if not multiplayer.is_server():
|
if has_node("EnemiesContainer"):
|
||||||
|
enemies_container = get_node("EnemiesContainer")
|
||||||
|
else:
|
||||||
|
enemies_container = Node3D.new()
|
||||||
|
enemies_container.name = "EnemiesContainer"
|
||||||
|
add_child(enemies_container)
|
||||||
|
print("Created EnemiesContainer")
|
||||||
|
|
||||||
|
# Create or find health orbs container
|
||||||
|
if has_node("OrbsContainer"):
|
||||||
|
orbs_container = get_node("OrbsContainer")
|
||||||
|
else:
|
||||||
|
orbs_container = Node3D.new()
|
||||||
|
orbs_container.name = "OrbsContainer"
|
||||||
|
add_child(orbs_container)
|
||||||
|
print("Created OrbsContainer")
|
||||||
|
|
||||||
|
# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
|
||||||
|
# This is handled in initialize_multiplayer() which is called after the
|
||||||
|
# multiplayer peer is properly set up
|
||||||
|
print("[Level] _ready() complete - waiting for Host/Join")
|
||||||
|
|
||||||
|
func _on_connected_to_server():
|
||||||
|
print("[Level] Connected to server! Cleaning up manual weapons")
|
||||||
_cleanup_manual_weapons_on_client()
|
_cleanup_manual_weapons_on_client()
|
||||||
|
|
||||||
|
## Called by Network when multiplayer peer is set up
|
||||||
|
func initialize_multiplayer():
|
||||||
|
print("[Level] initialize_multiplayer called. is_server: ", multiplayer.is_server())
|
||||||
|
|
||||||
|
# Prevent double initialization
|
||||||
|
if _multiplayer_initialized:
|
||||||
|
print("[Level] Already initialized, skipping")
|
||||||
return
|
return
|
||||||
|
|
||||||
|
_multiplayer_initialized = true
|
||||||
|
|
||||||
|
if multiplayer.is_server():
|
||||||
|
print("[Level] Running server initialization")
|
||||||
Network.connect("player_connected", Callable(self, "_on_player_connected"))
|
Network.connect("player_connected", Callable(self, "_on_player_connected"))
|
||||||
multiplayer.peer_disconnected.connect(_remove_player)
|
multiplayer.peer_disconnected.connect(_remove_player)
|
||||||
|
|
||||||
@@ -53,19 +100,53 @@ func _ready():
|
|||||||
# Spawn initial weapons when server starts
|
# Spawn initial weapons when server starts
|
||||||
_spawn_initial_weapons()
|
_spawn_initial_weapons()
|
||||||
|
|
||||||
|
# Spawn practice dummies
|
||||||
|
_spawn_practice_dummies()
|
||||||
|
|
||||||
|
# Spawn armed enemies
|
||||||
|
_spawn_armed_enemies()
|
||||||
|
|
||||||
|
# Scatter a few health orbs so the pickup is visible from the start
|
||||||
|
_spawn_initial_health_orbs()
|
||||||
|
|
||||||
|
# Begin automatic timed enemy waves
|
||||||
|
if enemy_spawner:
|
||||||
|
enemy_spawner.start_auto_waves()
|
||||||
|
|
||||||
|
# Spawn the host player (peer ID 1)
|
||||||
|
print("[Level] Spawning host player")
|
||||||
|
var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
|
||||||
|
_add_player(1, host_info)
|
||||||
|
else:
|
||||||
|
# Client initialization - clean up manual weapons immediately
|
||||||
|
print("[Level] Running client initialization - cleaning up manual weapons")
|
||||||
|
_cleanup_manual_weapons_on_client()
|
||||||
|
|
||||||
func _cleanup_manual_weapons_on_client():
|
func _cleanup_manual_weapons_on_client():
|
||||||
"""Remove manually placed weapons on clients (server will sync them via RPC)"""
|
"""Remove manually placed weapons on clients (server will sync them via RPC)"""
|
||||||
|
print("[Client ", multiplayer.get_unique_id(), "] _cleanup_manual_weapons_on_client called")
|
||||||
|
|
||||||
if not weapons_container:
|
if not weapons_container:
|
||||||
|
print("[Client] No weapons_container found!")
|
||||||
return
|
return
|
||||||
|
|
||||||
|
print("[Client] WeaponsContainer has ", weapons_container.get_child_count(), " children")
|
||||||
|
|
||||||
var weapons_to_remove = []
|
var weapons_to_remove = []
|
||||||
for child in weapons_container.get_children():
|
for child in weapons_container.get_children():
|
||||||
if child is WorldWeapon and child.weapon_id == -1:
|
print("[Client] Checking child: ", child.name, " (type: ", child.get_class(), ")")
|
||||||
|
if child is WorldWeapon:
|
||||||
|
print("[Client] - Is WorldWeapon with weapon_id: ", child.weapon_id)
|
||||||
|
if child.weapon_id == -1:
|
||||||
weapons_to_remove.append(child)
|
weapons_to_remove.append(child)
|
||||||
|
print("[Client] - Marked for removal")
|
||||||
|
|
||||||
|
print("[Client] Found ", weapons_to_remove.size(), " weapons to remove")
|
||||||
for weapon in weapons_to_remove:
|
for weapon in weapons_to_remove:
|
||||||
print("[Client] Removing manually placed weapon: ", weapon.name)
|
print("[Client] Removing manually placed weapon: ", weapon.name)
|
||||||
weapon.queue_free()
|
# Use immediate removal to prevent RPC errors
|
||||||
|
weapons_container.remove_child(weapon)
|
||||||
|
weapon.free()
|
||||||
|
|
||||||
func _initialize_manual_weapons():
|
func _initialize_manual_weapons():
|
||||||
"""Initialize any WorldWeapon nodes manually placed in the level scene"""
|
"""Initialize any WorldWeapon nodes manually placed in the level scene"""
|
||||||
@@ -144,16 +225,29 @@ func _spawn_initial_weapons():
|
|||||||
)
|
)
|
||||||
|
|
||||||
func _on_player_connected(peer_id, player_info):
|
func _on_player_connected(peer_id, player_info):
|
||||||
|
print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
|
||||||
_add_player(peer_id, player_info)
|
_add_player(peer_id, player_info)
|
||||||
|
|
||||||
|
# Sync existing players to the newly joined player
|
||||||
|
if multiplayer.is_server() and peer_id != 1:
|
||||||
|
print("[Server] Syncing existing players to newly connected peer: ", peer_id)
|
||||||
|
# Wait a frame to ensure new player is fully initialized
|
||||||
|
await get_tree().process_frame
|
||||||
|
for existing_player in players_container.get_children():
|
||||||
|
var existing_id = int(existing_player.name)
|
||||||
|
if existing_id != peer_id: # Don't sync the player to themselves
|
||||||
|
print("[Server] Syncing existing player ", existing_id, " to peer ", peer_id)
|
||||||
|
rpc_id(peer_id, "_spawn_player_local", existing_id, existing_player.position)
|
||||||
|
|
||||||
# Sync existing weapons to the newly joined player (but not to server itself)
|
# Sync existing weapons to the newly joined player (but not to server itself)
|
||||||
if multiplayer.is_server() and peer_id != 1:
|
if multiplayer.is_server() and peer_id != 1:
|
||||||
print("[Server] Syncing weapons to newly connected peer: ", peer_id)
|
print("[Server] Syncing weapons to newly connected peer: ", peer_id)
|
||||||
|
print("[Server] Active weapons in _active_weapons: ", _active_weapons.keys())
|
||||||
print("[Server] Active weapons count: ", _active_weapons.size())
|
print("[Server] Active weapons count: ", _active_weapons.size())
|
||||||
for weapon_id in _active_weapons.keys():
|
for weapon_id in _active_weapons.keys():
|
||||||
var weapon = _active_weapons[weapon_id]
|
var weapon = _active_weapons[weapon_id]
|
||||||
if is_instance_valid(weapon) and weapon.weapon_data:
|
if is_instance_valid(weapon) and weapon.weapon_data:
|
||||||
print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id)
|
print("[Server] Sending weapon ", weapon_id, " (", weapon.weapon_data.weapon_name, ") at position ", weapon.global_position, " to peer ", peer_id)
|
||||||
# Send current position and zero velocity for syncing
|
# Send current position and zero velocity for syncing
|
||||||
rpc_id(peer_id, "_client_spawn_weapon",
|
rpc_id(peer_id, "_client_spawn_weapon",
|
||||||
weapon.weapon_data.resource_path,
|
weapon.weapon_data.resource_path,
|
||||||
@@ -161,25 +255,116 @@ func _on_player_connected(peer_id, player_info):
|
|||||||
Vector3.ZERO,
|
Vector3.ZERO,
|
||||||
weapon_id
|
weapon_id
|
||||||
)
|
)
|
||||||
|
else:
|
||||||
|
print("[Server] Skipping invalid weapon ", weapon_id)
|
||||||
|
|
||||||
|
# Sync existing enemies to the newly joined player
|
||||||
|
print("[Server] Syncing enemies to newly connected peer: ", peer_id)
|
||||||
|
if enemies_container:
|
||||||
|
for enemy in enemies_container.get_children():
|
||||||
|
if enemy is BaseEnemy:
|
||||||
|
# Check if it's an ArmedEnemy or PracticeDummy
|
||||||
|
if enemy.name.begins_with("ArmedEnemy_"):
|
||||||
|
# Sync armed enemy with its weapons
|
||||||
|
var main_weapon_path = ""
|
||||||
|
var offhand_weapon_path = ""
|
||||||
|
if "equipped_weapon" in enemy and enemy.equipped_weapon and enemy.equipped_weapon.weapon_data:
|
||||||
|
main_weapon_path = enemy.equipped_weapon.weapon_data.resource_path
|
||||||
|
if "equipped_offhand" in enemy and enemy.equipped_offhand and enemy.equipped_offhand.weapon_data:
|
||||||
|
offhand_weapon_path = enemy.equipped_offhand.weapon_data.resource_path
|
||||||
|
print("[Server] Syncing armed enemy ", enemy.name, " to peer ", peer_id)
|
||||||
|
rpc_id(peer_id, "_spawn_armed_enemy_local", enemy.name, enemy.global_position, main_weapon_path, offhand_weapon_path)
|
||||||
|
elif enemy.name.begins_with("PracticeDummy_"):
|
||||||
|
# Extract ID from name (e.g., "PracticeDummy_1" -> 1)
|
||||||
|
var enemy_name_parts = enemy.name.split("_")
|
||||||
|
if enemy_name_parts.size() >= 2:
|
||||||
|
var enemy_id = enemy_name_parts[-1].to_int()
|
||||||
|
print("[Server] Syncing enemy ", enemy.name, " at position ", enemy.global_position, " to peer ", peer_id)
|
||||||
|
rpc_id(peer_id, "_spawn_dummy_local", enemy_id, enemy.global_position)
|
||||||
|
|
||||||
|
# Sync existing health orbs to the newly joined player
|
||||||
|
print("[Server] Syncing health orbs to newly connected peer: ", peer_id)
|
||||||
|
for orb_id in _active_orbs.keys():
|
||||||
|
rpc_id(peer_id, "_spawn_health_orb_local", orb_id, _active_orbs[orb_id])
|
||||||
|
|
||||||
|
# Sync equipped weapons for all existing players to the newly joined player
|
||||||
|
print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
|
||||||
|
for player_node in players_container.get_children():
|
||||||
|
var player = player_node as Character
|
||||||
|
if player and is_instance_valid(player):
|
||||||
|
# Skip the newly joined player (they don't have weapons yet)
|
||||||
|
if int(player.name) == peer_id:
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Sync main hand weapon
|
||||||
|
if player.equipped_weapon and player.equipped_weapon.weapon_data:
|
||||||
|
print("[Server] Syncing main hand weapon for player ", player.name, " to peer ", peer_id)
|
||||||
|
player.rpc_id(peer_id, "equip_weapon_from_world",
|
||||||
|
player.equipped_weapon.weapon_data.resource_path)
|
||||||
|
|
||||||
|
# Sync off-hand weapon
|
||||||
|
if player.equipped_offhand and player.equipped_offhand.weapon_data:
|
||||||
|
print("[Server] Syncing off-hand weapon for player ", player.name, " to peer ", peer_id)
|
||||||
|
player.rpc_id(peer_id, "equip_weapon_from_world",
|
||||||
|
player.equipped_offhand.weapon_data.resource_path)
|
||||||
|
|
||||||
func _on_host_pressed():
|
func _on_host_pressed():
|
||||||
|
print("[Level] Host button pressed")
|
||||||
menu.hide()
|
menu.hide()
|
||||||
|
print("[Level] Calling Network.start_host()")
|
||||||
Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
|
Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
|
||||||
|
print("[Level] Waiting one frame...")
|
||||||
|
await get_tree().process_frame
|
||||||
|
print("[Level] Calling initialize_multiplayer()")
|
||||||
|
initialize_multiplayer()
|
||||||
|
|
||||||
func _on_join_pressed():
|
func _on_join_pressed():
|
||||||
|
print("[Level] Join button pressed")
|
||||||
menu.hide()
|
menu.hide()
|
||||||
|
print("[Level] Calling Network.join_game()")
|
||||||
Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
|
Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
|
||||||
|
print("[Level] Waiting one frame...")
|
||||||
|
await get_tree().process_frame
|
||||||
|
print("[Level] Calling initialize_multiplayer()")
|
||||||
|
initialize_multiplayer()
|
||||||
|
|
||||||
func _add_player(id: int, player_info : Dictionary):
|
func _add_player(id: int, player_info : Dictionary):
|
||||||
|
print("[Level] _add_player called for peer ", id, " with info: ", player_info)
|
||||||
|
|
||||||
|
# Server spawns player and replicates to all clients via RPC
|
||||||
|
if multiplayer.is_server():
|
||||||
if players_container.has_node(str(id)):
|
if players_container.has_node(str(id)):
|
||||||
|
print("[Level] Player ", id, " already exists, skipping")
|
||||||
return
|
return
|
||||||
|
|
||||||
|
var spawn_pos = get_spawn_point()
|
||||||
|
print("[Level] Server spawning player ", id, " at ", spawn_pos)
|
||||||
|
|
||||||
|
# Spawn on server and all clients (call_local does both)
|
||||||
|
rpc("_spawn_player_local", id, spawn_pos)
|
||||||
|
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _spawn_player_local(id: int, spawn_pos: Vector3):
|
||||||
|
if players_container.has_node(str(id)):
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " already exists, skipping")
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Creating player instance for peer ", id)
|
||||||
var player = player_scene.instantiate()
|
var player = player_scene.instantiate()
|
||||||
player.name = str(id)
|
player.name = str(id)
|
||||||
player.position = get_spawn_point()
|
player.position = spawn_pos
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Adding player to PlayersContainer")
|
||||||
players_container.add_child(player, true)
|
players_container.add_child(player, true)
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " spawned at ", player.position)
|
||||||
|
|
||||||
var nick = Network.players[id]["nick"]
|
# Get player info from Network
|
||||||
player.nickname.text = nick
|
var player_info = Network.players.get(id, {"nick": "Player", "skin": "blue"})
|
||||||
|
|
||||||
|
var nick = player_info["nick"]
|
||||||
|
# Access nickname directly via node path since @onready hasn't loaded yet
|
||||||
|
var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
|
||||||
|
if nickname_label:
|
||||||
|
nickname_label.text = nick
|
||||||
# player.rpc("change_nick", nick)
|
# player.rpc("change_nick", nick)
|
||||||
|
|
||||||
# Set up HUD for local player
|
# Set up HUD for local player
|
||||||
@@ -199,6 +384,20 @@ func _add_player(id: int, player_info : Dictionary):
|
|||||||
# rpc("sync_player_position", id, player.position)
|
# rpc("sync_player_position", id, player.position)
|
||||||
|
|
||||||
func get_spawn_point() -> Vector3:
|
func get_spawn_point() -> Vector3:
|
||||||
|
# Use PlayerSpawnPoint container if available
|
||||||
|
if player_spawn_points and player_spawn_points.get_child_count() > 0:
|
||||||
|
var spawn_children = player_spawn_points.get_children()
|
||||||
|
|
||||||
|
# Use round-robin to distribute players across spawn points
|
||||||
|
var spawn_index = _next_spawn_index % spawn_children.size()
|
||||||
|
_next_spawn_index = (spawn_index + 1) % spawn_children.size()
|
||||||
|
|
||||||
|
var spawn_node = spawn_children[spawn_index]
|
||||||
|
print("[Level] Using spawn point ", spawn_index, " at ", spawn_node.global_position)
|
||||||
|
return spawn_node.global_position
|
||||||
|
else:
|
||||||
|
# Fallback to random circle spawn if no spawn points defined
|
||||||
|
print("[Level] Warning: No PlayerSpawnPoint container found, using fallback random spawn")
|
||||||
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
|
var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
|
||||||
return Vector3(spawn_point.x, 0, spawn_point.y)
|
return Vector3(spawn_point.x, 0, spawn_point.y)
|
||||||
|
|
||||||
@@ -245,6 +444,16 @@ func _input(event):
|
|||||||
toggle_chat()
|
toggle_chat()
|
||||||
elif event is InputEventKey and event.keycode == KEY_ENTER:
|
elif event is InputEventKey and event.keycode == KEY_ENTER:
|
||||||
_on_send_pressed()
|
_on_send_pressed()
|
||||||
|
elif event is InputEventKey and event.keycode == KEY_N and event.pressed:
|
||||||
|
# Start next wave (server only, press N)
|
||||||
|
if multiplayer.is_server() and enemy_spawner:
|
||||||
|
enemy_spawner.start_next_wave()
|
||||||
|
print("[Level] Starting wave via N key")
|
||||||
|
elif event is InputEventKey and event.keycode == KEY_H and event.pressed:
|
||||||
|
# Toggle hitbox/hurtbox debug visualization
|
||||||
|
HitBox.debug_visible = not HitBox.debug_visible
|
||||||
|
HurtBox.debug_visible = not HurtBox.debug_visible
|
||||||
|
print("[Level] Hitbox/Hurtbox debug visibility: ", HitBox.debug_visible)
|
||||||
|
|
||||||
func _on_send_pressed() -> void:
|
func _on_send_pressed() -> void:
|
||||||
var trimmed_message = message.text.strip_edges()
|
var trimmed_message = message.text.strip_edges()
|
||||||
@@ -297,6 +506,63 @@ func _on_jemz_preset():
|
|||||||
skin_input.text = "Red"
|
skin_input.text = "Red"
|
||||||
address_input.text = "127.0.0.1"
|
address_input.text = "127.0.0.1"
|
||||||
|
|
||||||
|
# ---------- ENEMY SPAWNING ----------
|
||||||
|
func _spawn_practice_dummies():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not practice_dummy_scene:
|
||||||
|
push_warning("Practice dummy scene not assigned!")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Wait a frame for everything to be ready
|
||||||
|
await get_tree().process_frame
|
||||||
|
|
||||||
|
print("[Server] Spawning practice dummies")
|
||||||
|
|
||||||
|
# Spawn dummies at different positions
|
||||||
|
var dummy_positions = [
|
||||||
|
Vector3(10, 0, 0),
|
||||||
|
Vector3(-10, 0, 0),
|
||||||
|
Vector3(0, 0, 10),
|
||||||
|
Vector3(0, 0, -10),
|
||||||
|
]
|
||||||
|
|
||||||
|
var dummy_counter = 0
|
||||||
|
for pos in dummy_positions:
|
||||||
|
dummy_counter += 1
|
||||||
|
rpc("_spawn_dummy_local", dummy_counter, pos)
|
||||||
|
|
||||||
|
## Spawn a practice dummy on all clients
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _spawn_dummy_local(dummy_id: int, spawn_pos: Vector3):
|
||||||
|
if not practice_dummy_scene:
|
||||||
|
push_error("Practice dummy scene not loaded!")
|
||||||
|
return
|
||||||
|
|
||||||
|
if not enemies_container:
|
||||||
|
push_error("EnemiesContainer not found!")
|
||||||
|
return
|
||||||
|
|
||||||
|
var dummy_name = "PracticeDummy_" + str(dummy_id)
|
||||||
|
|
||||||
|
# Don't spawn duplicates
|
||||||
|
if enemies_container.has_node(dummy_name):
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " already exists")
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Spawning dummy ", dummy_name, " at ", spawn_pos)
|
||||||
|
|
||||||
|
var dummy = practice_dummy_scene.instantiate()
|
||||||
|
dummy.name = dummy_name
|
||||||
|
dummy.position = spawn_pos
|
||||||
|
|
||||||
|
# Set multiplayer authority to server
|
||||||
|
dummy.set_multiplayer_authority(1)
|
||||||
|
|
||||||
|
enemies_container.add_child(dummy, true)
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " spawned successfully")
|
||||||
|
|
||||||
# ---------- WEAPON SPAWNING ----------
|
# ---------- WEAPON SPAWNING ----------
|
||||||
## Spawn a weapon in the world (called from server, syncs to all clients)
|
## Spawn a weapon in the world (called from server, syncs to all clients)
|
||||||
@rpc("any_peer", "call_local", "reliable")
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
@@ -356,6 +622,14 @@ func remove_world_weapon(weapon_id: int):
|
|||||||
print("[ERROR] remove_world_weapon called on client!")
|
print("[ERROR] remove_world_weapon called on client!")
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# Immediately remove from active weapons to prevent late-join sync issues
|
||||||
|
if _active_weapons.has(weapon_id):
|
||||||
|
_active_weapons.erase(weapon_id)
|
||||||
|
print("[Server] Removed weapon ", weapon_id, " from _active_weapons. Remaining: ", _active_weapons.size())
|
||||||
|
print("[Server] Remaining weapon IDs: ", _active_weapons.keys())
|
||||||
|
else:
|
||||||
|
print("[Server] WARNING: Weapon ", weapon_id, " not found in _active_weapons!")
|
||||||
|
|
||||||
# Broadcast removal to all clients
|
# Broadcast removal to all clients
|
||||||
print("[Server] Broadcasting removal RPC to all clients")
|
print("[Server] Broadcasting removal RPC to all clients")
|
||||||
rpc("_remove_weapon_on_clients", weapon_id)
|
rpc("_remove_weapon_on_clients", weapon_id)
|
||||||
@@ -394,3 +668,167 @@ func _client_spawn_weapon(weapon_data_path: String, spawn_position: Vector3, ini
|
|||||||
# Call the regular spawn function to create the weapon
|
# Call the regular spawn function to create the weapon
|
||||||
print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally")
|
print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally")
|
||||||
spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id)
|
spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id)
|
||||||
|
|
||||||
|
# ---------- HEALTH ORBS ----------
|
||||||
|
var _orb_spawn_counter: int = 0
|
||||||
|
var _active_orbs: Dictionary = {} # orb_id -> spawn position (Vector3), for late-join sync
|
||||||
|
|
||||||
|
## Spawn a health orb at a position (server only, replicates to all clients)
|
||||||
|
func spawn_health_orb(spawn_pos: Vector3):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
_orb_spawn_counter += 1
|
||||||
|
rpc("_spawn_health_orb_local", _orb_spawn_counter, spawn_pos)
|
||||||
|
|
||||||
|
## Spawn a health orb on all clients (call_local spawns on server too)
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _spawn_health_orb_local(orb_id: int, spawn_pos: Vector3):
|
||||||
|
if not orbs_container:
|
||||||
|
push_error("[Level] OrbsContainer not found!")
|
||||||
|
return
|
||||||
|
|
||||||
|
var orb_name = "HealthOrb_" + str(orb_id)
|
||||||
|
if orbs_container.has_node(orb_name):
|
||||||
|
return # Already spawned (e.g. duplicate sync)
|
||||||
|
|
||||||
|
var orb_scene = load("res://level/scenes/health_orb.tscn")
|
||||||
|
if not orb_scene:
|
||||||
|
push_error("[Level] Failed to load health_orb.tscn")
|
||||||
|
return
|
||||||
|
|
||||||
|
var orb = orb_scene.instantiate()
|
||||||
|
orb.orb_id = orb_id
|
||||||
|
orb.name = orb_name
|
||||||
|
orb.position = spawn_pos
|
||||||
|
orbs_container.add_child(orb, true)
|
||||||
|
|
||||||
|
# Server tracks active orbs for late-join sync
|
||||||
|
if multiplayer.is_server():
|
||||||
|
_active_orbs[orb_id] = spawn_pos
|
||||||
|
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Spawned health orb ", orb_name, " at ", spawn_pos)
|
||||||
|
|
||||||
|
## Remove a health orb from all clients (called by HealthOrb when collected)
|
||||||
|
func remove_health_orb(orb_id: int):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
if _active_orbs.has(orb_id):
|
||||||
|
_active_orbs.erase(orb_id)
|
||||||
|
rpc("_remove_orb_on_clients", orb_id)
|
||||||
|
|
||||||
|
## RPC to remove an orb on all clients
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _remove_orb_on_clients(orb_id: int):
|
||||||
|
var orb_name = "HealthOrb_" + str(orb_id)
|
||||||
|
if orbs_container and orbs_container.has_node(orb_name):
|
||||||
|
orbs_container.get_node(orb_name).queue_free()
|
||||||
|
|
||||||
|
## Scatter a few health orbs at server start
|
||||||
|
func _spawn_initial_health_orbs():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
# Wait a frame for everything to be ready
|
||||||
|
await get_tree().process_frame
|
||||||
|
|
||||||
|
var orb_positions = [
|
||||||
|
Vector3(6, 1, 6),
|
||||||
|
Vector3(-6, 1, -6),
|
||||||
|
Vector3(-6, 1, 6),
|
||||||
|
]
|
||||||
|
for pos in orb_positions:
|
||||||
|
spawn_health_orb(pos)
|
||||||
|
|
||||||
|
# ---------- ARMED ENEMY SPAWNING ----------
|
||||||
|
var _armed_enemy_counter: int = 0
|
||||||
|
|
||||||
|
## Spawn an armed enemy (server only, replicates to all clients)
|
||||||
|
func spawn_armed_enemy(spawn_pos: Vector3, main_weapon_path: String = "", offhand_weapon_path: String = ""):
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not armed_enemy_scene:
|
||||||
|
push_warning("[Level] Armed enemy scene not assigned!")
|
||||||
|
return
|
||||||
|
|
||||||
|
_armed_enemy_counter += 1
|
||||||
|
var enemy_name = "ArmedEnemy_" + str(_armed_enemy_counter)
|
||||||
|
|
||||||
|
rpc("_spawn_armed_enemy_local", enemy_name, spawn_pos, main_weapon_path, offhand_weapon_path)
|
||||||
|
|
||||||
|
## Spawn armed enemy on all clients
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _spawn_armed_enemy_local(enemy_name: String, spawn_pos: Vector3, main_weapon_path: String, offhand_weapon_path: String):
|
||||||
|
if not armed_enemy_scene:
|
||||||
|
push_error("[Level] Armed enemy scene not loaded!")
|
||||||
|
return
|
||||||
|
|
||||||
|
if not enemies_container:
|
||||||
|
push_error("[Level] EnemiesContainer not found!")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Don't spawn duplicates
|
||||||
|
if enemies_container.has_node(enemy_name):
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Armed enemy ", enemy_name, " already exists")
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Spawning armed enemy ", enemy_name, " at ", spawn_pos)
|
||||||
|
|
||||||
|
var enemy = armed_enemy_scene.instantiate()
|
||||||
|
enemy.name = enemy_name
|
||||||
|
enemy.position = spawn_pos
|
||||||
|
|
||||||
|
# Set multiplayer authority to server
|
||||||
|
enemy.set_multiplayer_authority(1)
|
||||||
|
|
||||||
|
# Set starting weapons (for server to trigger RPCs)
|
||||||
|
if main_weapon_path != "":
|
||||||
|
var weapon_data = load(main_weapon_path) as WeaponData
|
||||||
|
if weapon_data:
|
||||||
|
enemy.starting_weapon = weapon_data
|
||||||
|
|
||||||
|
if offhand_weapon_path != "":
|
||||||
|
var offhand_data = load(offhand_weapon_path) as WeaponData
|
||||||
|
if offhand_data:
|
||||||
|
enemy.starting_offhand = offhand_data
|
||||||
|
|
||||||
|
enemies_container.add_child(enemy, true)
|
||||||
|
print("[Peer ", multiplayer.get_unique_id(), "] Armed enemy ", enemy_name, " spawned successfully")
|
||||||
|
|
||||||
|
## Spawn initial armed enemies when server starts
|
||||||
|
func _spawn_armed_enemies():
|
||||||
|
if not multiplayer.is_server():
|
||||||
|
return
|
||||||
|
|
||||||
|
if not armed_enemy_scene:
|
||||||
|
push_warning("[Level] Armed enemy scene not assigned - skipping armed enemy spawn")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Wait a frame for everything to be ready
|
||||||
|
await get_tree().process_frame
|
||||||
|
|
||||||
|
print("[Server] Spawning armed enemies")
|
||||||
|
|
||||||
|
# Find enemy spawn points from EnemySpawner
|
||||||
|
var enemy_spawner = get_node_or_null("EnemySpawner")
|
||||||
|
if not enemy_spawner:
|
||||||
|
push_warning("[Level] EnemySpawner not found - skipping armed enemy spawn")
|
||||||
|
return
|
||||||
|
|
||||||
|
# Get all spawn points (children of EnemySpawner that start with "EnemySpawnPoint")
|
||||||
|
var spawn_points: Array[Node3D] = []
|
||||||
|
for child in enemy_spawner.get_children():
|
||||||
|
if child is Node3D and child.name.begins_with("EnemySpawnPoint"):
|
||||||
|
spawn_points.append(child)
|
||||||
|
|
||||||
|
if spawn_points.is_empty():
|
||||||
|
push_warning("[Level] No enemy spawn points found in EnemySpawner")
|
||||||
|
return
|
||||||
|
|
||||||
|
print("[Server] Found ", spawn_points.size(), " enemy spawn points")
|
||||||
|
|
||||||
|
# Spawn an unarmed enemy at each spawn point
|
||||||
|
for spawn_point in spawn_points:
|
||||||
|
var spawn_pos = spawn_point.global_position
|
||||||
|
print("[Server] Spawning armed enemy at ", spawn_pos)
|
||||||
|
spawn_armed_enemy(spawn_pos, "", "")
|
||||||
|
|||||||
@@ -16,16 +16,19 @@ func animate(_velocity: Vector3) -> void:
|
|||||||
return
|
return
|
||||||
|
|
||||||
# Don't override attack animation if it's playing
|
# Don't override attack animation if it's playing
|
||||||
if animation_player.is_playing() and animation_player.current_animation == "Attack_OneHand":
|
if animation_player.is_playing() and animation_player.current_animation.begins_with("Attack"):
|
||||||
return
|
return
|
||||||
|
|
||||||
# Check if we're dashing
|
# Check if we're dashing (defensive check for enemies that don't have this)
|
||||||
if _character._is_dashing:
|
if _character and "_is_dashing" in _character and _character._is_dashing:
|
||||||
if animation_player.current_animation != "Jump":
|
if animation_player.current_animation != "Jump":
|
||||||
_play_animation("Jump")
|
_play_animation("Jump")
|
||||||
return
|
return
|
||||||
|
|
||||||
if not _character.is_on_floor():
|
# Check if on floor (works for any CharacterBody3D)
|
||||||
|
var on_floor = _character.is_on_floor() if _character else true
|
||||||
|
|
||||||
|
if not on_floor:
|
||||||
if _velocity.y < 0:
|
if _velocity.y < 0:
|
||||||
# Falling - use FallIdle animation
|
# Falling - use FallIdle animation
|
||||||
_play_animation("FallIdle")
|
_play_animation("FallIdle")
|
||||||
@@ -34,7 +37,14 @@ func animate(_velocity: Vector3) -> void:
|
|||||||
return
|
return
|
||||||
|
|
||||||
if _velocity:
|
if _velocity:
|
||||||
if _character.is_running() and _character.is_on_floor():
|
# Check if running (defensive check - enemies don't have is_running)
|
||||||
|
var is_running_val = false
|
||||||
|
if _character and _character.has_method("is_running"):
|
||||||
|
is_running_val = _character.is_running() and on_floor
|
||||||
|
elif _velocity.length() > 5.0: # Fallback: high speed = running
|
||||||
|
is_running_val = on_floor
|
||||||
|
|
||||||
|
if is_running_val:
|
||||||
# Sprint animation = Run for Lilguy
|
# Sprint animation = Run for Lilguy
|
||||||
_play_animation("Run")
|
_play_animation("Run")
|
||||||
return
|
return
|
||||||
@@ -54,9 +64,57 @@ func _play_animation(anim_name: String):
|
|||||||
animation_player.play(anim_name)
|
animation_player.play(anim_name)
|
||||||
# Silently ignore if animation doesn't exist
|
# Silently ignore if animation doesn't exist
|
||||||
|
|
||||||
func play_attack() -> void:
|
func play_attack(anim_name: String = "Attack_OneHand") -> void:
|
||||||
if animation_player:
|
if animation_player:
|
||||||
# Play attack animation once (don't loop)
|
# Play attack animation once (don't loop)
|
||||||
|
if animation_player.has_animation(anim_name):
|
||||||
|
animation_player.play(anim_name, -1, 1.0)
|
||||||
|
animation_player.animation_set_next(anim_name, "")
|
||||||
|
else:
|
||||||
|
# Fallback to default if animation doesn't exist
|
||||||
|
#push_warning("Animation '%s' not found, using Attack_OneHand" % anim_name)
|
||||||
animation_player.play("Attack_OneHand", -1, 1.0)
|
animation_player.play("Attack_OneHand", -1, 1.0)
|
||||||
# Ensure it doesn't loop
|
|
||||||
animation_player.animation_set_next("Attack_OneHand", "")
|
animation_player.animation_set_next("Attack_OneHand", "")
|
||||||
|
|
||||||
|
## Apply hue shift to all mesh instances in the character
|
||||||
|
func set_character_color(hue_shift: float) -> void:
|
||||||
|
# Find all MeshInstance3D children recursively
|
||||||
|
var mesh_instances = _find_mesh_instances(self)
|
||||||
|
|
||||||
|
for mesh in mesh_instances:
|
||||||
|
_apply_hue_to_mesh(mesh, hue_shift)
|
||||||
|
|
||||||
|
## Recursively find all MeshInstance3D nodes
|
||||||
|
func _find_mesh_instances(node: Node) -> Array[MeshInstance3D]:
|
||||||
|
var meshes: Array[MeshInstance3D] = []
|
||||||
|
|
||||||
|
if node is MeshInstance3D:
|
||||||
|
meshes.append(node)
|
||||||
|
|
||||||
|
for child in node.get_children():
|
||||||
|
meshes.append_array(_find_mesh_instances(child))
|
||||||
|
|
||||||
|
return meshes
|
||||||
|
|
||||||
|
## Apply hue shift to a mesh instance
|
||||||
|
func _apply_hue_to_mesh(mesh_instance: MeshInstance3D, hue_shift: float) -> void:
|
||||||
|
if not mesh_instance:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Get or create material for each surface
|
||||||
|
for i in range(mesh_instance.get_surface_override_material_count()):
|
||||||
|
var material = mesh_instance.get_surface_override_material(i)
|
||||||
|
|
||||||
|
# If no override material, get the base material and duplicate it
|
||||||
|
if not material:
|
||||||
|
material = mesh_instance.mesh.surface_get_material(i)
|
||||||
|
if material:
|
||||||
|
material = material.duplicate()
|
||||||
|
mesh_instance.set_surface_override_material(i, material)
|
||||||
|
|
||||||
|
# Apply hue shift if it's a StandardMaterial3D
|
||||||
|
if material and material is StandardMaterial3D:
|
||||||
|
var std_mat = material as StandardMaterial3D
|
||||||
|
# Create a modulate color from hue
|
||||||
|
var color = Color.from_hsv(hue_shift, 0.6, 1.0)
|
||||||
|
std_mat.albedo_color = color
|
||||||
|
|||||||
@@ -13,10 +13,6 @@ var player_info = {
|
|||||||
signal player_connected(peer_id, player_info)
|
signal player_connected(peer_id, player_info)
|
||||||
signal server_disconnected
|
signal server_disconnected
|
||||||
|
|
||||||
func _process(_delta):
|
|
||||||
if Input.is_action_just_pressed("quit"):
|
|
||||||
get_tree().quit(0)
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
multiplayer.server_disconnected.connect(_on_connection_failed)
|
multiplayer.server_disconnected.connect(_on_connection_failed)
|
||||||
multiplayer.connection_failed.connect(_on_server_disconnected)
|
multiplayer.connection_failed.connect(_on_server_disconnected)
|
||||||
|
|||||||
+158
-52
@@ -42,7 +42,13 @@ var is_blocking: bool = false
|
|||||||
@export var attack_damage: float = 10.0
|
@export var attack_damage: float = 10.0
|
||||||
@export var attack_range: float = 3.0
|
@export var attack_range: float = 3.0
|
||||||
@export var attack_cooldown: float = 0.5
|
@export var attack_cooldown: float = 0.5
|
||||||
|
@export var unarmed_knockback: float = 5.0
|
||||||
|
@export_category("Unarmed Attack Timing")
|
||||||
|
@export var unarmed_startup: float = 0.1 # Wind-up before hit
|
||||||
|
@export var unarmed_active: float = 0.15 # Hit window duration
|
||||||
var _attack_timer: float = 0.0
|
var _attack_timer: float = 0.0
|
||||||
|
var _unarmed_hitbox: HitBox = null
|
||||||
|
var _is_unarmed_attacking: bool = false # Prevents overlapping unarmed attacks
|
||||||
|
|
||||||
# Dash system
|
# Dash system
|
||||||
@export var dash_speed_multiplier: float = 2.0
|
@export var dash_speed_multiplier: float = 2.0
|
||||||
@@ -63,8 +69,16 @@ func _enter_tree():
|
|||||||
$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority()
|
$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority()
|
||||||
|
|
||||||
func _ready():
|
func _ready():
|
||||||
|
# Players passively regenerate health (set before super._ready so the regen timer is created)
|
||||||
|
if health_regen <= 0.0:
|
||||||
|
health_regen = 3.0
|
||||||
|
regen_delay = 5.0
|
||||||
|
|
||||||
super._ready()
|
super._ready()
|
||||||
set_respawn_point(Vector3(0, 5, 0))
|
# Set respawn point to current position (where we spawned) - base_unit._ready already does this
|
||||||
|
# Don't override with a hardcoded position
|
||||||
|
|
||||||
|
print("[Player ", name, "] _ready called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
|
||||||
|
|
||||||
# Capture mouse for local player
|
# Capture mouse for local player
|
||||||
if is_multiplayer_authority():
|
if is_multiplayer_authority():
|
||||||
@@ -72,13 +86,18 @@ func _ready():
|
|||||||
|
|
||||||
# Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably)
|
# Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably)
|
||||||
if _body == null:
|
if _body == null:
|
||||||
for child in get_children():
|
# Try specific paths first
|
||||||
if child.name == "Armature" or child.name == "3DGodotRobot":
|
if has_node("LilguyRigged/Armature"):
|
||||||
_body = child
|
_body = get_node("LilguyRigged/Armature")
|
||||||
print("Auto-found _body: ", child.name)
|
print("Auto-found _body: LilguyRigged/Armature")
|
||||||
break
|
elif has_node("Armature"):
|
||||||
if _body == null:
|
_body = get_node("Armature")
|
||||||
push_error("Could not find body node (Armature or 3DGodotRobot)!")
|
print("Auto-found _body: Armature")
|
||||||
|
elif has_node("3DGodotRobot"):
|
||||||
|
_body = get_node("3DGodotRobot")
|
||||||
|
print("Auto-found _body: 3DGodotRobot")
|
||||||
|
else:
|
||||||
|
push_error("Could not find body node!")
|
||||||
|
|
||||||
# Auto-find spring arm offset
|
# Auto-find spring arm offset
|
||||||
if _spring_arm_offset == null:
|
if _spring_arm_offset == null:
|
||||||
@@ -144,6 +163,9 @@ func _ready():
|
|||||||
# Setup weapon pickup detection area
|
# Setup weapon pickup detection area
|
||||||
_setup_weapon_pickup_area()
|
_setup_weapon_pickup_area()
|
||||||
|
|
||||||
|
# Setup unarmed attack hitbox (deferred to avoid multiplayer timing issues)
|
||||||
|
call_deferred("_setup_unarmed_hitbox")
|
||||||
|
|
||||||
# Auto-find weapon attachment if not set
|
# Auto-find weapon attachment if not set
|
||||||
if _weapon_attachment == null:
|
if _weapon_attachment == null:
|
||||||
var bone_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
|
var bone_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
|
||||||
@@ -189,18 +211,18 @@ func _physics_process(delta):
|
|||||||
freeze()
|
freeze()
|
||||||
return
|
return
|
||||||
|
|
||||||
|
# Apply gravity when not on floor
|
||||||
if not is_on_floor():
|
if not is_on_floor():
|
||||||
velocity.y -= gravity * delta
|
velocity.y -= gravity * delta
|
||||||
_body.animate(velocity)
|
|
||||||
|
|
||||||
if is_on_floor():
|
# Handle jump
|
||||||
if Input.is_action_just_pressed("jump"):
|
if is_on_floor() and Input.is_action_just_pressed("jump"):
|
||||||
velocity.y = JUMP_VELOCITY
|
velocity.y = JUMP_VELOCITY
|
||||||
else:
|
|
||||||
velocity.y -= gravity * delta
|
|
||||||
|
|
||||||
_move()
|
_move()
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
||||||
|
if _body:
|
||||||
_body.animate(velocity)
|
_body.animate(velocity)
|
||||||
|
|
||||||
func _process(delta):
|
func _process(delta):
|
||||||
@@ -269,6 +291,7 @@ func freeze():
|
|||||||
velocity.x = 0
|
velocity.x = 0
|
||||||
velocity.z = 0
|
velocity.z = 0
|
||||||
_current_speed = 0
|
_current_speed = 0
|
||||||
|
if _body:
|
||||||
_body.animate(Vector3.ZERO)
|
_body.animate(Vector3.ZERO)
|
||||||
|
|
||||||
func _move() -> void:
|
func _move() -> void:
|
||||||
@@ -276,6 +299,7 @@ func _move() -> void:
|
|||||||
if _is_dashing:
|
if _is_dashing:
|
||||||
velocity.x = _dash_direction.x * _current_speed * dash_speed_multiplier
|
velocity.x = _dash_direction.x * _current_speed * dash_speed_multiplier
|
||||||
velocity.z = _dash_direction.z * _current_speed * dash_speed_multiplier
|
velocity.z = _dash_direction.z * _current_speed * dash_speed_multiplier
|
||||||
|
if _body:
|
||||||
_body.apply_rotation(velocity)
|
_body.apply_rotation(velocity)
|
||||||
return
|
return
|
||||||
|
|
||||||
@@ -289,11 +313,13 @@ func _move() -> void:
|
|||||||
var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
|
var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
|
||||||
|
|
||||||
is_running()
|
is_running()
|
||||||
|
if _spring_arm_offset:
|
||||||
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
|
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
|
||||||
|
|
||||||
if _direction:
|
if _direction:
|
||||||
velocity.x = _direction.x * _current_speed
|
velocity.x = _direction.x * _current_speed
|
||||||
velocity.z = _direction.z * _current_speed
|
velocity.z = _direction.z * _current_speed
|
||||||
|
if _body:
|
||||||
_body.apply_rotation(velocity)
|
_body.apply_rotation(velocity)
|
||||||
return
|
return
|
||||||
|
|
||||||
@@ -328,13 +354,28 @@ func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D:
|
|||||||
|
|
||||||
@rpc("any_peer", "reliable")
|
@rpc("any_peer", "reliable")
|
||||||
func set_player_skin(skin_name: SkinColor) -> void:
|
func set_player_skin(skin_name: SkinColor) -> void:
|
||||||
|
# Check if we're using the LilguyRigged model
|
||||||
|
if _body is LilguyBody:
|
||||||
|
# Use hue-based color system for Lilguy
|
||||||
|
var hue = _get_hue_from_skin_color(skin_name)
|
||||||
|
_body.set_character_color(hue)
|
||||||
|
else:
|
||||||
|
# Use texture-based system for 3DGodotRobot
|
||||||
var texture = get_texture_from_name(skin_name)
|
var texture = get_texture_from_name(skin_name)
|
||||||
|
|
||||||
set_mesh_texture(_bottom_mesh, texture)
|
set_mesh_texture(_bottom_mesh, texture)
|
||||||
set_mesh_texture(_chest_mesh, texture)
|
set_mesh_texture(_chest_mesh, texture)
|
||||||
set_mesh_texture(_face_mesh, texture)
|
set_mesh_texture(_face_mesh, texture)
|
||||||
set_mesh_texture(_limbs_head_mesh, texture)
|
set_mesh_texture(_limbs_head_mesh, texture)
|
||||||
|
|
||||||
|
## Convert SkinColor enum to hue value (0.0 to 1.0)
|
||||||
|
func _get_hue_from_skin_color(skin_color: SkinColor) -> float:
|
||||||
|
match skin_color:
|
||||||
|
SkinColor.BLUE: return 0.6 # Blue hue
|
||||||
|
SkinColor.GREEN: return 0.33 # Green hue
|
||||||
|
SkinColor.RED: return 0.0 # Red hue
|
||||||
|
SkinColor.YELLOW: return 0.16 # Yellow hue
|
||||||
|
_: return 0.6 # Default to blue
|
||||||
|
|
||||||
func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
|
func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
|
||||||
if mesh_instance:
|
if mesh_instance:
|
||||||
var material := mesh_instance.get_surface_override_material(0)
|
var material := mesh_instance.get_surface_override_material(0)
|
||||||
@@ -392,41 +433,26 @@ func _perform_attack():
|
|||||||
|
|
||||||
# Fallback to default unarmed attack
|
# Fallback to default unarmed attack
|
||||||
# Don't attack if already attacking
|
# Don't attack if already attacking
|
||||||
if _body and _body.animation_player and _body.animation_player.current_animation == "Attack1":
|
if _body and _body.animation_player and _body.animation_player.current_animation.begins_with("Attack"):
|
||||||
return
|
return
|
||||||
|
|
||||||
if _attack_timer > 0:
|
if _attack_timer > 0 or _is_unarmed_attacking:
|
||||||
return
|
return
|
||||||
|
|
||||||
_attack_timer = attack_cooldown
|
# Calculate total attack duration and ensure cooldown covers it
|
||||||
|
var total_duration = unarmed_startup + unarmed_active
|
||||||
|
var cooldown = max(attack_cooldown, total_duration)
|
||||||
|
_attack_timer = cooldown
|
||||||
|
_is_unarmed_attacking = true
|
||||||
|
|
||||||
# Play attack animation once
|
# Play attack animation once
|
||||||
if _body:
|
if _body:
|
||||||
_body.play_attack()
|
_body.play_attack("Attack_OneHand")
|
||||||
|
# Sync animation to other clients
|
||||||
|
_sync_attack_animation.rpc("Attack_OneHand")
|
||||||
|
|
||||||
# Find nearest enemy in range
|
# Activate unarmed hitbox for damage detection
|
||||||
var space_state = get_world_3d().direct_space_state
|
_activate_unarmed_hitbox()
|
||||||
var query = PhysicsShapeQueryParameters3D.new()
|
|
||||||
var sphere = SphereShape3D.new()
|
|
||||||
sphere.radius = attack_range
|
|
||||||
query.shape = sphere
|
|
||||||
query.transform = global_transform
|
|
||||||
query.collision_mask = 1 # Player layer
|
|
||||||
|
|
||||||
var results = space_state.intersect_shape(query)
|
|
||||||
|
|
||||||
for result in results:
|
|
||||||
var hit_body = result["collider"]
|
|
||||||
if hit_body != self and hit_body is BaseUnit:
|
|
||||||
var attacker_id = multiplayer.get_unique_id()
|
|
||||||
|
|
||||||
# If we're the server, apply damage directly (default unarmed knockback)
|
|
||||||
if multiplayer.is_server():
|
|
||||||
_server_apply_damage(hit_body.name, attack_damage, attacker_id, 5.0, global_position)
|
|
||||||
else:
|
|
||||||
# Otherwise, request server to apply damage
|
|
||||||
rpc_id(1, "_server_apply_damage", hit_body.name, attack_damage, attacker_id, 5.0, global_position)
|
|
||||||
break # Only hit one target per attack
|
|
||||||
|
|
||||||
## Server-side damage application
|
## Server-side damage application
|
||||||
@rpc("any_peer", "reliable")
|
@rpc("any_peer", "reliable")
|
||||||
@@ -434,16 +460,25 @@ func _server_apply_damage(target_name: String, damage: float, attacker_id: int,
|
|||||||
if not multiplayer.is_server():
|
if not multiplayer.is_server():
|
||||||
return
|
return
|
||||||
|
|
||||||
# Get the target from the players container
|
|
||||||
var level = get_tree().get_current_scene()
|
var level = get_tree().get_current_scene()
|
||||||
if not level or not level.has_node("PlayersContainer"):
|
if not level:
|
||||||
return
|
return
|
||||||
|
|
||||||
|
var target = null
|
||||||
|
|
||||||
|
# Check players container first
|
||||||
|
if level.has_node("PlayersContainer"):
|
||||||
var players_container = level.get_node("PlayersContainer")
|
var players_container = level.get_node("PlayersContainer")
|
||||||
if not players_container.has_node(target_name):
|
if players_container.has_node(target_name):
|
||||||
return
|
target = players_container.get_node(target_name)
|
||||||
|
|
||||||
var target = players_container.get_node(target_name)
|
# If not found in players, check enemies container
|
||||||
|
if not target and level.has_node("EnemiesContainer"):
|
||||||
|
var enemies_container = level.get_node("EnemiesContainer")
|
||||||
|
if enemies_container.has_node(target_name):
|
||||||
|
target = enemies_container.get_node(target_name)
|
||||||
|
|
||||||
|
# Apply damage if target found
|
||||||
if target and target is BaseUnit:
|
if target and target is BaseUnit:
|
||||||
target.take_damage(damage, attacker_id, knockback, attacker_pos)
|
target.take_damage(damage, attacker_id, knockback, attacker_pos)
|
||||||
|
|
||||||
@@ -462,11 +497,13 @@ func _on_health_changed(_old_health: float, _new_health: float):
|
|||||||
_update_health_display()
|
_update_health_display()
|
||||||
|
|
||||||
func _on_died(killer_id: int):
|
func _on_died(killer_id: int):
|
||||||
# Disable player when dead
|
print("[Player ", name, "] _on_died called. Authority: ", is_multiplayer_authority())
|
||||||
|
# Only the authority should disable their own processing
|
||||||
|
if is_multiplayer_authority():
|
||||||
set_physics_process(false)
|
set_physics_process(false)
|
||||||
set_process(false)
|
set_process(false)
|
||||||
|
|
||||||
# Visual feedback - could add death animation here
|
# Visual feedback - runs on all peers
|
||||||
if _body:
|
if _body:
|
||||||
_body.visible = false
|
_body.visible = false
|
||||||
|
|
||||||
@@ -483,18 +520,19 @@ func _on_died(killer_id: int):
|
|||||||
get_node("HealthUI/HealthText").text = "DEAD - Respawning..."
|
get_node("HealthUI/HealthText").text = "DEAD - Respawning..."
|
||||||
|
|
||||||
func _on_respawned():
|
func _on_respawned():
|
||||||
# Re-enable player
|
print("[Player ", name, "] _on_respawned called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
|
||||||
|
# Only the authority should re-enable their own processing
|
||||||
|
if is_multiplayer_authority():
|
||||||
set_physics_process(true)
|
set_physics_process(true)
|
||||||
set_process(true)
|
set_process(true)
|
||||||
|
print("[Player ", name, "] Re-enabled physics processing")
|
||||||
|
|
||||||
|
# Visual feedback - runs on all peers
|
||||||
if _body:
|
if _body:
|
||||||
_body.visible = true
|
_body.visible = true
|
||||||
|
|
||||||
_update_health_display()
|
_update_health_display()
|
||||||
|
|
||||||
if is_multiplayer_authority():
|
|
||||||
print("You respawned!")
|
|
||||||
|
|
||||||
## Dash system
|
## Dash system
|
||||||
func _perform_dash():
|
func _perform_dash():
|
||||||
if not is_multiplayer_authority() or is_dead or not is_on_floor():
|
if not is_multiplayer_authority() or is_dead or not is_on_floor():
|
||||||
@@ -524,6 +562,12 @@ func _perform_dash():
|
|||||||
|
|
||||||
# Animation is handled by the Body's animate function (Jump animation plays during dash)
|
# Animation is handled by the Body's animate function (Jump animation plays during dash)
|
||||||
|
|
||||||
|
## Sync attack animation to all clients
|
||||||
|
@rpc("any_peer", "call_remote", "unreliable")
|
||||||
|
func _sync_attack_animation(anim_name: String):
|
||||||
|
if _body:
|
||||||
|
_body.play_attack(anim_name)
|
||||||
|
|
||||||
## Override hurt animation from BaseUnit
|
## Override hurt animation from BaseUnit
|
||||||
func _play_hurt_animation():
|
func _play_hurt_animation():
|
||||||
if _body and _body.animation_player:
|
if _body and _body.animation_player:
|
||||||
@@ -577,6 +621,68 @@ func _setup_weapon_pickup_area():
|
|||||||
pickup_area.area_entered.connect(_on_weapon_area_entered)
|
pickup_area.area_entered.connect(_on_weapon_area_entered)
|
||||||
pickup_area.area_exited.connect(_on_weapon_area_exited)
|
pickup_area.area_exited.connect(_on_weapon_area_exited)
|
||||||
|
|
||||||
|
func _setup_unarmed_hitbox():
|
||||||
|
# Create hitbox for unarmed attacks
|
||||||
|
_unarmed_hitbox = HitBox.new()
|
||||||
|
_unarmed_hitbox.name = "UnarmedHitBox"
|
||||||
|
_unarmed_hitbox.owner_entity = self
|
||||||
|
_unarmed_hitbox.set_stats(attack_damage, unarmed_knockback)
|
||||||
|
|
||||||
|
# Add collision shape BEFORE adding hitbox to tree (so _ready can find it)
|
||||||
|
var collision = CollisionShape3D.new()
|
||||||
|
var sphere = SphereShape3D.new()
|
||||||
|
sphere.radius = attack_range # Full attack range as radius
|
||||||
|
collision.shape = sphere
|
||||||
|
# Position in front of player (Z is forward for the body)
|
||||||
|
collision.position = Vector3(0, 0.8, -attack_range * 0.75)
|
||||||
|
_unarmed_hitbox.add_child(collision)
|
||||||
|
|
||||||
|
# Now attach the fully configured hitbox to body so it rotates with player facing direction
|
||||||
|
if _body:
|
||||||
|
_body.add_child(_unarmed_hitbox)
|
||||||
|
else:
|
||||||
|
add_child(_unarmed_hitbox)
|
||||||
|
|
||||||
|
# Connect hit signal
|
||||||
|
_unarmed_hitbox.hit_landed.connect(_on_unarmed_hit)
|
||||||
|
|
||||||
|
func _on_unarmed_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
|
||||||
|
if not target:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Route damage through server
|
||||||
|
var attacker_id = multiplayer.get_unique_id()
|
||||||
|
|
||||||
|
if multiplayer.is_server():
|
||||||
|
_server_apply_damage(target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
|
||||||
|
else:
|
||||||
|
rpc_id(1, "_server_apply_damage", target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
|
||||||
|
|
||||||
|
func _activate_unarmed_hitbox():
|
||||||
|
if not _unarmed_hitbox:
|
||||||
|
_is_unarmed_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# STARTUP PHASE - Wait before activating (wind-up animation)
|
||||||
|
if unarmed_startup > 0:
|
||||||
|
await get_tree().create_timer(unarmed_startup).timeout
|
||||||
|
|
||||||
|
if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox):
|
||||||
|
_is_unarmed_attacking = false
|
||||||
|
return
|
||||||
|
|
||||||
|
# ACTIVE PHASE - Hitbox on, can deal damage
|
||||||
|
_unarmed_hitbox.activate()
|
||||||
|
|
||||||
|
await get_tree().create_timer(unarmed_active).timeout
|
||||||
|
|
||||||
|
# RECOVERY PHASE - Hitbox off
|
||||||
|
if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
|
||||||
|
_unarmed_hitbox.deactivate()
|
||||||
|
|
||||||
|
# Attack complete
|
||||||
|
_is_unarmed_attacking = false
|
||||||
|
|
||||||
func _on_weapon_area_entered(area: Area3D):
|
func _on_weapon_area_entered(area: Area3D):
|
||||||
# Check if the area belongs to a WorldWeapon
|
# Check if the area belongs to a WorldWeapon
|
||||||
var weapon = area.get_parent()
|
var weapon = area.get_parent()
|
||||||
|
|||||||
@@ -0,0 +1,132 @@
|
|||||||
|
extends BaseEnemy
|
||||||
|
class_name PracticeDummy
|
||||||
|
|
||||||
|
## A stationary practice dummy for testing combat
|
||||||
|
## Cannot move or attack - just takes damage and shows health
|
||||||
|
|
||||||
|
## Visual mesh reference
|
||||||
|
@onready var _mesh: MeshInstance3D = null
|
||||||
|
## Health label above dummy
|
||||||
|
@onready var _health_label: Label3D = null
|
||||||
|
## Original material for hit flash effect
|
||||||
|
var _original_material: Material = null
|
||||||
|
## Hit flash effect
|
||||||
|
var _hit_flash_timer: float = 0.0
|
||||||
|
const HIT_FLASH_DURATION: float = 0.2
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
super._ready()
|
||||||
|
|
||||||
|
# Practice dummy should not be aggressive
|
||||||
|
is_aggressive = false
|
||||||
|
|
||||||
|
# Auto-find mesh and health label
|
||||||
|
_mesh = get_node_or_null("Mesh")
|
||||||
|
_health_label = get_node_or_null("HealthLabel")
|
||||||
|
|
||||||
|
# Store original material for flash effect
|
||||||
|
if _mesh:
|
||||||
|
_original_material = _mesh.get_surface_override_material(0)
|
||||||
|
if not _original_material and _mesh.mesh:
|
||||||
|
_original_material = _mesh.mesh.surface_get_material(0)
|
||||||
|
|
||||||
|
# Update initial health display
|
||||||
|
_update_health_display()
|
||||||
|
|
||||||
|
# Connect health change to update display
|
||||||
|
health_changed.connect(_on_health_display_changed)
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
# Handle hit flash timer
|
||||||
|
if _hit_flash_timer > 0:
|
||||||
|
_hit_flash_timer -= delta
|
||||||
|
if _hit_flash_timer <= 0:
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
func _physics_process(delta):
|
||||||
|
# Don't call super._physics_process since we don't move
|
||||||
|
# Just apply gravity
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
|
||||||
|
move_and_slide()
|
||||||
|
|
||||||
|
## Update health display
|
||||||
|
func _update_health_display():
|
||||||
|
if _health_label:
|
||||||
|
_health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)]
|
||||||
|
|
||||||
|
func _on_health_display_changed(_old_health: float, _new_health: float):
|
||||||
|
_update_health_display()
|
||||||
|
|
||||||
|
## Override hurt animation to flash red
|
||||||
|
@rpc("any_peer", "call_local", "reliable")
|
||||||
|
func _play_hurt_animation():
|
||||||
|
if _mesh:
|
||||||
|
_flash_red()
|
||||||
|
|
||||||
|
## Flash the dummy red when hit
|
||||||
|
func _flash_red():
|
||||||
|
if not _mesh:
|
||||||
|
return
|
||||||
|
|
||||||
|
_hit_flash_timer = HIT_FLASH_DURATION
|
||||||
|
|
||||||
|
# Create red material
|
||||||
|
var red_material = StandardMaterial3D.new()
|
||||||
|
red_material.albedo_color = Color(1.5, 0.3, 0.3) # Bright red
|
||||||
|
|
||||||
|
# Copy properties from original if it exists
|
||||||
|
if _original_material and _original_material is StandardMaterial3D:
|
||||||
|
var orig = _original_material as StandardMaterial3D
|
||||||
|
red_material.metallic = orig.metallic
|
||||||
|
red_material.roughness = orig.roughness
|
||||||
|
red_material.albedo_texture = orig.albedo_texture
|
||||||
|
|
||||||
|
_mesh.set_surface_override_material(0, red_material)
|
||||||
|
|
||||||
|
## Reset to original material
|
||||||
|
func _reset_material():
|
||||||
|
if _mesh and _original_material:
|
||||||
|
_mesh.set_surface_override_material(0, _original_material.duplicate())
|
||||||
|
|
||||||
|
## Override death to just hide the mesh
|
||||||
|
func _on_enemy_died(killer_id: int):
|
||||||
|
super._on_enemy_died(killer_id)
|
||||||
|
|
||||||
|
# Hide mesh when dead
|
||||||
|
if _mesh:
|
||||||
|
_mesh.visible = false
|
||||||
|
|
||||||
|
# Disable collision so players can walk through
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = true
|
||||||
|
|
||||||
|
# Disable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitorable = false
|
||||||
|
|
||||||
|
print("[PracticeDummy] Killed by player ", killer_id, ". Respawning in ", respawn_delay, " seconds...")
|
||||||
|
|
||||||
|
## Override respawn to show mesh again
|
||||||
|
func _on_enemy_respawned():
|
||||||
|
super._on_enemy_respawned()
|
||||||
|
|
||||||
|
# Show mesh when respawned
|
||||||
|
if _mesh:
|
||||||
|
_mesh.visible = true
|
||||||
|
_reset_material()
|
||||||
|
|
||||||
|
# Re-enable collision
|
||||||
|
var collision_shape = get_node_or_null("CollisionShape3D")
|
||||||
|
if collision_shape:
|
||||||
|
collision_shape.disabled = false
|
||||||
|
|
||||||
|
# Re-enable hurtbox
|
||||||
|
var hurtbox = get_node_or_null("HurtBox")
|
||||||
|
if hurtbox:
|
||||||
|
hurtbox.monitorable = true
|
||||||
|
|
||||||
|
_update_health_display()
|
||||||
|
print("[PracticeDummy] Respawned!")
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://practice_dummy_script
|
||||||
@@ -18,6 +18,14 @@ enum Hand { MAIN_HAND, OFF_HAND, TWO_HAND }
|
|||||||
@export var attack_animation: String = "Attack1" # Animation to play when attacking
|
@export var attack_animation: String = "Attack1" # Animation to play when attacking
|
||||||
@export var knockback_force: float = 8.0 # How much to push the target back
|
@export var knockback_force: float = 8.0 # How much to push the target back
|
||||||
|
|
||||||
|
@export_category("Attack Timing")
|
||||||
|
## Time before hitbox activates (wind-up/anticipation)
|
||||||
|
@export var startup_time: float = 0.15
|
||||||
|
## Duration hitbox stays active (the actual hit window)
|
||||||
|
@export var active_time: float = 0.2
|
||||||
|
## Time after hitbox deactivates (follow-through, can't act)
|
||||||
|
## Note: recovery_time = attack_cooldown - startup_time - active_time (calculated automatically)
|
||||||
|
|
||||||
@export_category("Defense Stats")
|
@export_category("Defense Stats")
|
||||||
@export var can_block: bool = false
|
@export var can_block: bool = false
|
||||||
@export_range(0.0, 1.0) var block_reduction: float = 0.5 # Percentage of damage blocked (0.5 = 50%)
|
@export_range(0.0, 1.0) var block_reduction: float = 0.5 # Percentage of damage blocked (0.5 = 50%)
|
||||||
|
|||||||
@@ -0,0 +1,41 @@
|
|||||||
|
[gd_scene load_steps=4 format=3]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://level/ui/scripts/keybind_hint.gd" id="1_script"]
|
||||||
|
[ext_resource type="Theme" uid="uid://dvsh7tuhulnfm" path="res://level/ui/theme/wow_style.tres" id="2_theme"]
|
||||||
|
|
||||||
|
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_kb"]
|
||||||
|
bg_color = Color(0.15, 0.15, 0.15, 0.85)
|
||||||
|
border_width_left = 2
|
||||||
|
border_width_top = 2
|
||||||
|
border_width_right = 2
|
||||||
|
border_width_bottom = 2
|
||||||
|
border_color = Color(0.6, 0.5, 0.2, 1)
|
||||||
|
corner_radius_top_left = 4
|
||||||
|
corner_radius_top_right = 4
|
||||||
|
corner_radius_bottom_right = 4
|
||||||
|
corner_radius_bottom_left = 4
|
||||||
|
|
||||||
|
[node name="KeybindHint" type="PanelContainer"]
|
||||||
|
anchors_preset = 1
|
||||||
|
anchor_left = 1.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
offset_left = -210.0
|
||||||
|
offset_top = 20.0
|
||||||
|
offset_right = -20.0
|
||||||
|
offset_bottom = 20.0
|
||||||
|
grow_horizontal = 0
|
||||||
|
grow_vertical = 1
|
||||||
|
theme = ExtResource("2_theme")
|
||||||
|
theme_override_styles/panel = SubResource("StyleBoxFlat_kb")
|
||||||
|
script = ExtResource("1_script")
|
||||||
|
|
||||||
|
[node name="Margin" type="MarginContainer" parent="."]
|
||||||
|
layout_mode = 2
|
||||||
|
theme_override_constants/margin_left = 10
|
||||||
|
theme_override_constants/margin_top = 8
|
||||||
|
theme_override_constants/margin_right = 10
|
||||||
|
theme_override_constants/margin_bottom = 8
|
||||||
|
|
||||||
|
[node name="Content" type="VBoxContainer" parent="Margin"]
|
||||||
|
layout_mode = 2
|
||||||
|
theme_override_constants/separation = 4
|
||||||
@@ -8,6 +8,7 @@ var unit_frame: Control = null
|
|||||||
var target_frame: Control = null
|
var target_frame: Control = null
|
||||||
var character_sheet: Control = null
|
var character_sheet: Control = null
|
||||||
var tab_hint: Control = null
|
var tab_hint: Control = null
|
||||||
|
var keybind_hint: Control = null
|
||||||
var escape_menu: Control = null
|
var escape_menu: Control = null
|
||||||
|
|
||||||
# Player reference
|
# Player reference
|
||||||
@@ -77,6 +78,7 @@ func _create_ui_components():
|
|||||||
_create_unit_frame()
|
_create_unit_frame()
|
||||||
_create_character_sheet()
|
_create_character_sheet()
|
||||||
_create_tab_hint()
|
_create_tab_hint()
|
||||||
|
_create_keybind_hint()
|
||||||
_create_escape_menu()
|
_create_escape_menu()
|
||||||
|
|
||||||
## Create action bar at bottom of screen
|
## Create action bar at bottom of screen
|
||||||
@@ -125,6 +127,16 @@ func _create_tab_hint():
|
|||||||
else:
|
else:
|
||||||
push_error("[HUD] Failed to load tab_hint.tscn")
|
push_error("[HUD] Failed to load tab_hint.tscn")
|
||||||
|
|
||||||
|
## Create keybind hint (always visible, top-right corner)
|
||||||
|
func _create_keybind_hint():
|
||||||
|
var keybind_hint_scene = load("res://level/ui/scenes/keybind_hint.tscn")
|
||||||
|
if keybind_hint_scene:
|
||||||
|
keybind_hint = keybind_hint_scene.instantiate()
|
||||||
|
add_child(keybind_hint)
|
||||||
|
print("[HUD] Keybind hint created")
|
||||||
|
else:
|
||||||
|
push_error("[HUD] Failed to load keybind_hint.tscn")
|
||||||
|
|
||||||
## Create escape menu (toggle with Escape)
|
## Create escape menu (toggle with Escape)
|
||||||
func _create_escape_menu():
|
func _create_escape_menu():
|
||||||
var escape_menu_scene = load("res://level/ui/scenes/escape_menu.tscn")
|
var escape_menu_scene = load("res://level/ui/scenes/escape_menu.tscn")
|
||||||
|
|||||||
@@ -0,0 +1,75 @@
|
|||||||
|
extends PanelContainer
|
||||||
|
## Always-on compact panel listing the current controls.
|
||||||
|
## Reads bindings straight from the InputMap so it stays accurate if keys are rebound.
|
||||||
|
|
||||||
|
# Each row is a friendly label plus the input action(s) that feed it.
|
||||||
|
# Grouped actions (like movement) show their keys joined together.
|
||||||
|
const ROWS := [
|
||||||
|
{ "label": "Move", "actions": ["move_forward", "move_left", "move_backward", "move_right"] },
|
||||||
|
{ "label": "Jump", "actions": ["jump"] },
|
||||||
|
{ "label": "Sprint", "actions": ["shift"] },
|
||||||
|
{ "label": "Dash", "actions": ["dash"] },
|
||||||
|
{ "label": "Attack", "actions": ["attack"] },
|
||||||
|
{ "label": "Block", "actions": ["block"] },
|
||||||
|
{ "label": "Pick Up / Drop", "actions": ["pickup"] },
|
||||||
|
{ "label": "Character Sheet", "actions": ["toggle_character_sheet"] },
|
||||||
|
{ "label": "Chat", "actions": ["toggle_chat"] },
|
||||||
|
{ "label": "Menu", "actions": ["quit"] },
|
||||||
|
]
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_build()
|
||||||
|
|
||||||
|
func _build() -> void:
|
||||||
|
var content: VBoxContainer = $Margin/Content
|
||||||
|
|
||||||
|
var title := Label.new()
|
||||||
|
title.text = "CONTROLS"
|
||||||
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
title.add_theme_font_size_override("font_size", 16)
|
||||||
|
title.add_theme_color_override("font_color", Color(1, 0.8, 0, 1))
|
||||||
|
title.add_theme_color_override("font_outline_color", Color.BLACK)
|
||||||
|
title.add_theme_constant_override("outline_size", 2)
|
||||||
|
content.add_child(title)
|
||||||
|
|
||||||
|
var grid := GridContainer.new()
|
||||||
|
grid.columns = 2
|
||||||
|
grid.add_theme_constant_override("h_separation", 12)
|
||||||
|
grid.add_theme_constant_override("v_separation", 3)
|
||||||
|
content.add_child(grid)
|
||||||
|
|
||||||
|
for row in ROWS:
|
||||||
|
var keys: Array[String] = []
|
||||||
|
for action in row["actions"]:
|
||||||
|
var k := _key_text(action)
|
||||||
|
if k != "":
|
||||||
|
keys.append(k)
|
||||||
|
if keys.is_empty():
|
||||||
|
continue
|
||||||
|
grid.add_child(_make_label(" ".join(keys), Color(1, 0.82, 0.2, 1)))
|
||||||
|
grid.add_child(_make_label(row["label"], Color.WHITE))
|
||||||
|
|
||||||
|
func _make_label(text: String, color: Color) -> Label:
|
||||||
|
var l := Label.new()
|
||||||
|
l.text = text
|
||||||
|
l.add_theme_font_size_override("font_size", 13)
|
||||||
|
l.add_theme_color_override("font_color", color)
|
||||||
|
l.add_theme_color_override("font_outline_color", Color.BLACK)
|
||||||
|
l.add_theme_constant_override("outline_size", 1)
|
||||||
|
return l
|
||||||
|
|
||||||
|
## Returns a human-readable name for the first event bound to an action.
|
||||||
|
func _key_text(action: String) -> String:
|
||||||
|
if not InputMap.has_action(action):
|
||||||
|
return ""
|
||||||
|
for ev in InputMap.action_get_events(action):
|
||||||
|
if ev is InputEventKey:
|
||||||
|
var code: int = ev.physical_keycode if ev.physical_keycode != 0 else ev.keycode
|
||||||
|
return OS.get_keycode_string(code)
|
||||||
|
elif ev is InputEventMouseButton:
|
||||||
|
match ev.button_index:
|
||||||
|
MOUSE_BUTTON_LEFT: return "LMB"
|
||||||
|
MOUSE_BUTTON_RIGHT: return "RMB"
|
||||||
|
MOUSE_BUTTON_MIDDLE: return "MMB"
|
||||||
|
_: return "Mouse %d" % ev.button_index
|
||||||
|
return ""
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://dh85b10pfih5e
|
||||||
+6
-2
@@ -24,8 +24,10 @@ HUD="*res://level/ui/scripts/hud_manager.gd"
|
|||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
window/size/viewport_width=1280
|
window/size/viewport_width=1920
|
||||||
window/size/viewport_height=720
|
window/size/viewport_height=1080
|
||||||
|
window/stretch/mode="canvas_items"
|
||||||
|
window/stretch/aspect="expand"
|
||||||
|
|
||||||
[input]
|
[input]
|
||||||
|
|
||||||
@@ -100,3 +102,5 @@ toggle_character_sheet={
|
|||||||
3d_physics/layer_1="player"
|
3d_physics/layer_1="player"
|
||||||
3d_physics/layer_2="world"
|
3d_physics/layer_2="world"
|
||||||
3d_physics/layer_3="weapon"
|
3d_physics/layer_3="weapon"
|
||||||
|
3d_physics/layer_4="hitbox"
|
||||||
|
3d_physics/layer_5="hurtbox"
|
||||||
|
|||||||
Reference in New Issue
Block a user