MultiplayerFighter
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138 lines
4.4 KiB

2 weeks ago
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
## 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
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## Debug mesh for visualization
var _debug_mesh: MeshInstance3D = null
var _debug_material: StandardMaterial3D = null
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func _ready():
# Find the collision shape for queries
for child in get_children():
if child is CollisionShape3D and child.shape:
_query_shape = child.shape
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_create_debug_visualization(child)
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break
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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
# Don't set transform - it inherits from parent CollisionShape3D
collision_shape.add_child(_debug_mesh)
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func _physics_process(_delta):
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
# 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()
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# Change to yellow when active
if _debug_material:
_debug_material.albedo_color = Color(1.0, 1.0, 0.0, 0.5) # Yellow, semi-transparent
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## Deactivate hitbox (call when attack ends)
func deactivate():
is_active = false
_hits_this_attack.clear()
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# 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
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## Set damage stats (usually from weapon data)
func set_stats(new_damage: float, new_knockback: float):
damage = new_damage
knockback = new_knockback