Compare commits
13 Commits
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fce4c4a3e2 | 2 months ago |
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689181ac30 | 2 months ago |
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b606563f4d | 2 months ago |
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fab47fb1e0 | 2 months ago |
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ddc1522174 | 2 months ago |
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7d18de1621 | 2 months ago |
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10cc8720b7 | 2 months ago |
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2ec7d56511 | 2 months ago |
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b1f1016475 | 2 months ago |
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e192802f01 | 3 months ago |
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85e76d67ca | 3 months ago |
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6e4e3a3585 | 3 months ago |
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bdc507e852 | 3 months ago |
38 changed files with 2028 additions and 276 deletions
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@ -0,0 +1,18 @@ |
||||
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3 uid="uid://b2q62xc0jw4w3"] |
||||
|
||||
[ext_resource type="PackedScene" uid="uid://cehc5ckhq2byd" path="res://level/scenes/weapons/Applecoremesh.tscn" id="1_1ytxi"] |
||||
[ext_resource type="Script" uid="uid://d2homvlmrg6xs" path="res://level/scripts/weapon_data.gd" id="2_hfi3c"] |
||||
|
||||
[resource] |
||||
script = ExtResource("2_hfi3c") |
||||
weapon_name = "Apple Sword" |
||||
description = "yum" |
||||
damage = 20.0 |
||||
attack_range = 3.5 |
||||
attack_cooldown = 0.6 |
||||
attack_animation = "Attack_TwoHandSwing" |
||||
knockback_force = 12.0 |
||||
startup_time = 0.2 |
||||
active_time = 0.15 |
||||
mesh_scene = ExtResource("1_1ytxi") |
||||
weight = 2.0 |
||||
@ -0,0 +1,19 @@ |
||||
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3] |
||||
|
||||
[ext_resource type="Script" path="res://level/scripts/weapon_data.gd" id="1"] |
||||
[ext_resource type="PackedScene" path="res://level/scenes/weapons/LobsterAxeMesh.tscn" id="2"] |
||||
|
||||
[resource] |
||||
script = ExtResource("1") |
||||
weapon_name = "Lobster Axe" |
||||
description = "A heavy-hitting axe shaped like a lobster claw. Surprisingly quick for its size." |
||||
damage = 18.0 |
||||
attack_range = 3.0 |
||||
attack_cooldown = 0.7 |
||||
knockback_force = 14.0 |
||||
attack_animation = "Attack1" |
||||
startup_time = 0.18 |
||||
active_time = 0.18 |
||||
mesh_scene = ExtResource("2") |
||||
pickup_radius = 1.5 |
||||
weight = 2.5 |
||||
@ -1,122 +1,152 @@ |
||||
[gd_scene load_steps=6 format=3 uid="uid://db06e8q8f8bdq"] |
||||
[gd_scene load_steps=9 format=3 uid="uid://db06e8q8f8bdq"] |
||||
|
||||
[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"] |
||||
[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://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="9_dlyie"] |
||||
[ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="4_spring"] |
||||
[ext_resource type="Script" uid="uid://bj3uepduxvgju" path="res://level/scripts/hurt_box.gd" id="5_hurtbox"] |
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|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yxyay"] |
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radius = 0.35796 |
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height = 1.73092 |
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|
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_hurtbox"] |
||||
radius = 0.4 |
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height = 1.8 |
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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/spawn = true |
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properties/0/replication_mode = 1 |
||||
properties/1/path = NodePath("AnimationPlayer:current_animation") |
||||
properties/1/path = NodePath("LilguyRigged/AnimationPlayer:current_animation") |
||||
properties/1/spawn = true |
||||
properties/1/replication_mode = 1 |
||||
properties/2/path = NodePath("PlayerNick/Nickname:text") |
||||
properties/2/spawn = true |
||||
properties/2/replication_mode = 1 |
||||
properties/3/path = NodePath("Armature:rotation") |
||||
properties/3/path = NodePath("LilguyRigged/Armature:rotation") |
||||
properties/3/spawn = true |
||||
properties/3/replication_mode = 1 |
||||
|
||||
[node name="LilguyRigged" instance=ExtResource("1_e6qwr")] |
||||
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("_body", "_spring_arm_offset", "_weapon_attachment", "_weapon_container", "_offhand_attachment", "_offhand_container")] |
||||
collision_mask = 3 |
||||
script = ExtResource("1_player") |
||||
_body = NodePath("LilguyRigged/Armature") |
||||
_spring_arm_offset = NodePath("SpringArmOffset") |
||||
_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") |
||||
|
||||
[node name="LilguyRigged" parent="." instance=ExtResource("2_lilguy")] |
||||
|
||||
[node name="Armature" parent="." index="0" node_paths=PackedStringArray("_character", "animation_player")] |
||||
[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("..") |
||||
_character = NodePath("../..") |
||||
animation_player = NodePath("../AnimationPlayer") |
||||
|
||||
[node name="Skeleton3D" parent="Armature" index="0"] |
||||
bones/0/position = Vector3(-0.32852697, 2.914154, -546.76843) |
||||
bones/0/rotation = Quaternion(-0.6608288, 0.28933647, -0.19178489, 0.6654384) |
||||
[node name="Skeleton3D" parent="LilguyRigged/Armature" index="0"] |
||||
bones/0/position = Vector3(-0.32859802, 2.9141626, -546.76843) |
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bones/0/rotation = Quaternion(-0.6608289, 0.28933656, -0.19178493, 0.66543835) |
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bones/1/position = Vector3(0.054167695, 63.219894, -3.33786e-06) |
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bones/1/rotation = Quaternion(0.015321622, 0.025352472, 0.09471857, 0.99506325) |
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bones/1/rotation = Quaternion(0.015321612, 0.025352655, 0.0947179, 0.99506336) |
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bones/2/position = Vector3(-1.8112361e-05, 73.7566, -1.621247e-05) |
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bones/2/rotation = Quaternion(0.03465983, 0.05047194, 0.051301006, 0.99680465) |
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bones/2/rotation = Quaternion(0.034659874, 0.050472155, 0.051301125, 0.99680465) |
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bones/3/position = Vector3(-3.0510128e-05, 84.29319, 9.059899e-06) |
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bones/3/rotation = Quaternion(0.029244617, 0.05379084, -0.051849358, 0.9967763) |
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bones/3/rotation = Quaternion(0.029244598, 0.05379088, -0.051849354, 0.99677634) |
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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) |
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bones/4/rotation = Quaternion(0.0006217413, 0.08164966, 0.020404326, 0.9964521) |
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bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06) |
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bones/5/rotation = Quaternion(0.03735582, 0.19943666, -0.04159315, 0.97831464) |
||||
bones/5/rotation = Quaternion(0.037355006, 0.19943582, -0.04159446, 0.9783148) |
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bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06) |
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bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175) |
||||
bones/7/rotation = Quaternion(0.8036073, -0.09628729, 0.106725484, 0.57754105) |
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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(0.25522032, -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/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) |
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bones/11/position = Vector3(0.23053212, 76.75536, -52.28617) |
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bones/11/rotation = Quaternion(0.14271575, -0.5852634, 0.782287, 0.15851216) |
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bones/11/rotation = Quaternion(0.14271267, -0.5852636, 0.7822879, 0.15851) |
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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/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/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/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/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/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/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/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/rotation = Quaternion(0.7933202, 0.12858748, -0.3622723, 0.47208822) |
||||
bones/22/rotation = Quaternion(0.79332, 0.1285891, -0.36227074, 0.47208923) |
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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) |
||||
|
||||
[node name="WeaponPoint" type="BoneAttachment3D" parent="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) |
||||
[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="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) |
||||
|
||||
[node name="OffhandPoint" type="BoneAttachment3D" parent="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) |
||||
[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="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) |
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"] |
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.066, 0.828, 0.01) |
||||
[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_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) |
||||
script = ExtResource("9_dlyie") |
||||
script = ExtResource("4_spring") |
||||
_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) |
||||
spring_length = 5.0 |
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D" index="0"] |
||||
[node name="Camera3D" type="Camera3D" parent="SpringArmOffset/SpringArm3D"] |
||||
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) |
||||
billboard = 1 |
||||
outline_modulate = Color(0, 0, 0, 0.301961) |
||||
text = "player name test" |
||||
|
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="." index="5"] |
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."] |
||||
replication_config = SubResource("SceneReplicationConfig_xbohm") |
||||
|
||||
[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 = 20.0 |
||||
|
||||
[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 = 3 |
||||
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 +1,19 @@ |
||||
[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 +1,19 @@ |
||||
[gd_scene load_steps=4 format=3 uid="uid://cq8r5mkn3wvxj"] |
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bk5akj878m2a3" 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(2.0, 3.2, 0.6) |
||||
|
||||
[node name="LobsterAxeMesh" type="Node3D"] |
||||
|
||||
[node name="LobsterAxe" parent="." instance=ExtResource("1_lobster")] |
||||
transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, -1.5884135, 0) |
||||
|
||||
[node name="HitBox" type="Area3D" parent="."] |
||||
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="TestSword" parent="." instance=ExtResource("1_4fdvi")] |
||||
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="MeshInstance3D" type="MeshInstance3D" parent="."] |
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.4839063, -2.9492104, -3.4711354) |
||||
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") |
||||
@ -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 |
||||
if 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 |
||||
@ -0,0 +1,285 @@ |
||||
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_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() |
||||
|
||||
# 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()) |
||||
|
||||
## Death callback |
||||
func _on_enemy_died(killer_id: int): |
||||
super._on_enemy_died(killer_id) |
||||
|
||||
# Hide when dead |
||||
if _mesh: |
||||
_mesh.visible = 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() |
||||
|
||||
# Reset state |
||||
_attack_timer = 0.0 |
||||
_is_attacking = false |
||||
|
||||
print("[BasicEnemy ", name, "] respawned") |
||||
@ -0,0 +1 @@ |
||||
uid://cd87rsuiqhdav |
||||
@ -0,0 +1,251 @@ |
||||
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("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 |
||||
|
||||
## 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() |
||||
|
||||
## 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 |
||||
if not multiplayer.is_server(): |
||||
return |
||||
|
||||
# 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 +1,145 @@ |
||||
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 |
||||
|
||||
# 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 |
||||
@ -0,0 +1,112 @@ |
||||
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 |
||||
|
||||
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() |
||||
|
||||
_update_health_display() |
||||
print("[PracticeDummy] Respawned!") |
||||
@ -0,0 +1 @@ |
||||
uid://practice_dummy_script |
||||
Loading…
Reference in new issue