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286 lines
7.0 KiB
286 lines
7.0 KiB
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6 days ago
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extends BaseEnemy
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class_name BasicEnemy
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## A basic melee enemy that chases and attacks players
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## Server-authoritative AI with multiplayer support
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## Movement
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@export var move_speed: float = 3.0
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@export var chase_range: float = 15.0
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@export var attack_range: float = 2.5
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## Combat
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@export var attack_damage: float = 15.0
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@export var attack_knockback: float = 10.0
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@export var attack_cooldown: float = 1.5
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@export_category("Attack Timing")
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@export var attack_startup: float = 0.3 # Wind-up before hit
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@export var attack_active: float = 0.4 # Hit window duration
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## References
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var _hitbox: HitBox = null
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var _hurtbox: HurtBox = null
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var _mesh: MeshInstance3D = null
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## AI State
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var _attack_timer: float = 0.0
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var _is_attacking: bool = false
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var _original_material: Material = null
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var _hit_flash_timer: float = 0.0
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const HIT_FLASH_DURATION: float = 0.2
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func _enter_tree():
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# Enemies are always server-authoritative
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set_multiplayer_authority(1)
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func _ready():
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super._ready()
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# Find mesh, hitbox, and hurtbox
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_mesh = get_node_or_null("Mesh")
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_hitbox = get_node_or_null("HitBox")
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_hurtbox = get_node_or_null("HurtBox")
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# Store original material for hit flash
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if _mesh:
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_original_material = _mesh.get_surface_override_material(0)
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if not _original_material and _mesh.mesh:
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_original_material = _mesh.mesh.surface_get_material(0)
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# Setup hitbox
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if _hitbox:
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_hitbox.owner_entity = self
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_hitbox.set_stats(attack_damage, attack_knockback)
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_hitbox.hit_landed.connect(_on_hitbox_hit)
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# Setup hurtbox
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if _hurtbox:
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_hurtbox.owner_entity = self
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func _process(delta):
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# Countdown timers
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if _attack_timer > 0:
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_attack_timer -= delta
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# Handle hit flash
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if _hit_flash_timer > 0:
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_hit_flash_timer -= delta
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if _hit_flash_timer <= 0:
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_reset_material()
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func _physics_process(delta):
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super._physics_process(delta)
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# Only server runs AI
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if not multiplayer.is_server():
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return
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if is_dead:
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return
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# Apply gravity
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if not is_on_floor():
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velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
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# AI behavior
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if current_target and is_instance_valid(current_target):
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_ai_combat(delta)
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else:
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# Stop moving if no target
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velocity.x = 0
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velocity.z = 0
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move_and_slide()
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## Override to find nearest player without range limit
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func get_nearest_player() -> Node:
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# Find all players in a very large range (essentially unlimited)
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var players = get_players_in_range(1000.0) # 1000m range - basically unlimited
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if players.is_empty():
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return null
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var nearest_player = null
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var nearest_distance = INF
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for player in players:
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var distance = global_position.distance_to(player.global_position)
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if distance < nearest_distance:
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nearest_distance = distance
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nearest_player = player
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return nearest_player
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## Update target - called by BaseEnemy
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func _update_target():
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if not is_aggressive:
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return
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# Always find and target the nearest player (no range limit)
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var nearest = get_nearest_player()
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if nearest:
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# Update target if it changed
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if current_target != nearest:
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current_target = nearest
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target_changed.emit(nearest)
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else:
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# No players exist
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if current_target != null:
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current_target = null
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target_changed.emit(null)
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## Combat AI behavior
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func _ai_combat(delta):
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if not current_target or not is_instance_valid(current_target):
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return
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var target_pos = current_target.global_position
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var direction = (target_pos - global_position).normalized()
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var distance = global_position.distance_to(target_pos)
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# Face the target
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if direction.length() > 0.01:
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var look_dir = Vector3(direction.x, 0, direction.z)
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if look_dir.length() > 0.01:
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look_at(global_position + look_dir, Vector3.UP)
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# If in attack range, attack
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if distance <= attack_range:
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# Stop moving when attacking
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velocity.x = 0
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velocity.z = 0
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# Try to attack
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if _attack_timer <= 0 and not _is_attacking:
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_perform_attack()
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else:
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# Always chase the target (no range limit)
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velocity.x = direction.x * move_speed
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velocity.z = direction.z * move_speed
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## Perform melee attack
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func _perform_attack():
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if _is_attacking or not multiplayer.is_server():
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return
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# Calculate total attack duration
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var total_duration = attack_startup + attack_active
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var cooldown = max(attack_cooldown, total_duration)
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_attack_timer = cooldown
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_is_attacking = true
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# Play attack animation on all clients
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rpc("_sync_attack_animation")
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# Activate hitbox
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_activate_hitbox()
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## Activate hitbox for attack
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func _activate_hitbox():
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if not _hitbox or not multiplayer.is_server():
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_is_attacking = false
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return
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# STARTUP PHASE - Wait before activating
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if attack_startup > 0:
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await get_tree().create_timer(attack_startup).timeout
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if not _hitbox or not is_instance_valid(_hitbox) or is_dead:
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_is_attacking = false
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return
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# ACTIVE PHASE - Hitbox on
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_hitbox.activate()
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await get_tree().create_timer(attack_active).timeout
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# RECOVERY PHASE - Hitbox off
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if _hitbox and is_instance_valid(_hitbox):
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_hitbox.deactivate()
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_is_attacking = false
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## Called when hitbox hits something
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func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
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if not target or not multiplayer.is_server():
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return
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# Flash target's hurtbox
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if target is Node:
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var hurtbox = target.find_child("HurtBox", true, false)
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if hurtbox and hurtbox.has_method("flash_hit"):
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hurtbox.flash_hit()
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# Server applies damage directly
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if target is BaseUnit:
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target.take_damage(damage_amount, 1, knockback_amount, global_position)
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## Play attack animation (synced to all clients)
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@rpc("any_peer", "call_local", "reliable")
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func _sync_attack_animation():
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# Visual feedback for attack
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# Could play animation here if you have an AnimationPlayer
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pass
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## Override hurt animation to flash red
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@rpc("any_peer", "call_local", "reliable")
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func _play_hurt_animation():
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if _mesh:
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_flash_red()
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## Flash red when hit
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func _flash_red():
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if not _mesh:
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return
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_hit_flash_timer = HIT_FLASH_DURATION
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# Create red material
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var red_material = StandardMaterial3D.new()
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red_material.albedo_color = Color(1.5, 0.3, 0.3)
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# Copy properties from original if exists
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if _original_material and _original_material is StandardMaterial3D:
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var orig = _original_material as StandardMaterial3D
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red_material.metallic = orig.metallic
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red_material.roughness = orig.roughness
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red_material.albedo_texture = orig.albedo_texture
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_mesh.set_surface_override_material(0, red_material)
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## Reset material
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func _reset_material():
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if _mesh and _original_material:
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_mesh.set_surface_override_material(0, _original_material.duplicate())
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## Death callback
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func _on_enemy_died(killer_id: int):
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super._on_enemy_died(killer_id)
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# Hide when dead
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if _mesh:
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_mesh.visible = false
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# Deactivate hitbox
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if _hitbox:
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_hitbox.deactivate()
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print("[BasicEnemy ", name, "] killed by ", killer_id)
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## Respawn callback
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func _on_enemy_respawned():
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super._on_enemy_respawned()
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# Show mesh
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if _mesh:
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_mesh.visible = true
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_reset_material()
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# Reset state
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_attack_timer = 0.0
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_is_attacking = false
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print("[BasicEnemy ", name, "] respawned")
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