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extends Area3D
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class_name HurtBox
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## A component that receives damage from HitBoxes
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## Attach to any entity that can be damaged (players, enemies, destructibles)
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## NOTE: This is a passive detection zone - HitBox handles the collision detection
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## The entity that owns this hurtbox (should be a BaseUnit or similar)
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@export var owner_entity: Node = null
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## Debug mesh for visualization
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var _debug_mesh: MeshInstance3D = null
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var _debug_material: StandardMaterial3D = null
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var _hit_flash_timer: float = 0.0
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const HIT_FLASH_DURATION: float = 0.3 # seconds
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func _ready():
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# Auto-find owner if not set (traverse up to find BaseUnit)
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if owner_entity == null:
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var parent = get_parent()
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while parent:
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if parent is BaseUnit:
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owner_entity = parent
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break
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parent = parent.get_parent()
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# Configure collision - hurtboxes are on layer 5, detect nothing (passive)
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collision_layer = 16 # Layer 5 (hurtbox)
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collision_mask = 0 # Don't detect anything - hitboxes detect us
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# Ensure we can be detected but don't detect others
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monitorable = true
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monitoring = false
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# Add debug visualization
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_create_debug_visualization()
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func _process(delta):
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# Handle hit flash timer
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if _hit_flash_timer > 0.0:
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_hit_flash_timer -= delta
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if _hit_flash_timer <= 0.0:
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# Flash finished, return to green
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if _debug_material:
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_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green
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func _create_debug_visualization():
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# Find the collision shape to visualize
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for child in get_children():
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if child is CollisionShape3D and child.shape:
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# Create a semi-transparent green mesh to visualize the hurtbox
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_debug_mesh = MeshInstance3D.new()
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_debug_material = StandardMaterial3D.new()
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_debug_material.albedo_color = Color(0.0, 1.0, 0.0, 0.3) # Green, semi-transparent
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_debug_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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_debug_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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_debug_material.cull_mode = BaseMaterial3D.CULL_DISABLED # Visible from both sides
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# Create mesh matching the collision shape
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var mesh: Mesh = null
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if child.shape is BoxShape3D:
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var box_mesh = BoxMesh.new()
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box_mesh.size = child.shape.size
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mesh = box_mesh
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elif child.shape is SphereShape3D:
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var sphere_mesh = SphereMesh.new()
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sphere_mesh.radius = child.shape.radius
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sphere_mesh.height = child.shape.radius * 2
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mesh = sphere_mesh
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elif child.shape is CapsuleShape3D:
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var capsule_mesh = CapsuleMesh.new()
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capsule_mesh.radius = child.shape.radius
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capsule_mesh.height = child.shape.height
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mesh = capsule_mesh
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if mesh:
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_debug_mesh.mesh = mesh
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_debug_mesh.material_override = _debug_material
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# Don't set transform - it inherits from parent CollisionShape3D
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child.add_child(_debug_mesh)
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break
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## Call this when the hurtbox is hit to flash red
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func flash_hit():
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_hit_flash_timer = HIT_FLASH_DURATION
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if _debug_material:
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_debug_material.albedo_color = Color(1.0, 0.0, 0.0, 0.5) # Red, semi-transparent
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