From ddc1522174c55fe7df792c8477db1aaa50d8ff01 Mon Sep 17 00:00:00 2001 From: Twirpytherobot Date: Fri, 28 Nov 2025 18:40:23 +0000 Subject: [PATCH] weapon timings --- level/resources/weapon_testsword.tres | 2 +- level/scripts/base_weapon.gd | 9 ++++++--- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/level/resources/weapon_testsword.tres b/level/resources/weapon_testsword.tres index 9dfafd4..cd82667 100644 --- a/level/resources/weapon_testsword.tres +++ b/level/resources/weapon_testsword.tres @@ -12,6 +12,6 @@ attack_range = 3.5 attack_cooldown = 0.6 knockback_force = 12.0 startup_time = 0.12 -active_time = 0.2 +active_time = 1.0 mesh_scene = ExtResource("1_gdc1w") weight = 2.0 diff --git a/level/scripts/base_weapon.gd b/level/scripts/base_weapon.gd index ff253d3..43d2c2c 100644 --- a/level/scripts/base_weapon.gd +++ b/level/scripts/base_weapon.gd @@ -159,11 +159,14 @@ func _activate_hitbox(): # Update owner reference in case it changed _hitbox.owner_entity = owner_character - # Activate hitbox immediately for entire animation duration + # Activate hitbox immediately for the duration specified in weapon data _hitbox.activate() - # Keep active for the full attack cooldown - var duration = weapon_data.attack_cooldown if weapon_data else 0.5 + # Calculate total active duration from weapon resource (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 duration = startup + active + await get_tree().create_timer(duration).timeout # Deactivate when attack is complete