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145 lines
4.6 KiB
145 lines
4.6 KiB
extends Area3D |
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class_name HitBox |
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## A component that deals damage to HurtBoxes |
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## Attach to weapons or attack effects |
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## Uses direct physics queries for reliable hit detection |
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signal hit_landed(target: Node, damage: float, knockback: float, attacker_pos: Vector3) |
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## Damage dealt on hit |
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@export var damage: float = 10.0 |
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## Knockback force applied |
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@export var knockback: float = 5.0 |
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## Owner entity (used to prevent self-damage and identify attacker) |
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@export var owner_entity: Node = null |
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## Global debug visibility toggle (static-like via class name access) |
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static var debug_visible: bool = true |
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## Whether hitbox is currently active (only deals damage when active) |
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var is_active: bool = false |
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## Tracks entities hit this attack (prevents multi-hit) |
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var _hits_this_attack: Array[Node] = [] |
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## Shape for queries (extracted from child CollisionShape3D) |
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var _query_shape: Shape3D = 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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func _ready(): |
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# Find the collision shape for queries |
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for child in get_children(): |
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if child is CollisionShape3D and child.shape: |
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_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): |
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# Create a semi-transparent red mesh to visualize the hitbox |
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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(1.0, 0.0, 0.0, 0.4) # Red, 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 collision_shape.shape is BoxShape3D: |
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var box_mesh = BoxMesh.new() |
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box_mesh.size = collision_shape.shape.size |
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mesh = box_mesh |
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elif collision_shape.shape is SphereShape3D: |
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var sphere_mesh = SphereMesh.new() |
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sphere_mesh.radius = collision_shape.shape.radius |
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sphere_mesh.height = collision_shape.shape.radius * 2 |
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mesh = sphere_mesh |
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elif collision_shape.shape is CapsuleShape3D: |
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var capsule_mesh = CapsuleMesh.new() |
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capsule_mesh.radius = collision_shape.shape.radius |
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capsule_mesh.height = collision_shape.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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_debug_mesh.visible = HitBox.debug_visible |
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# Don't set transform - it inherits from parent CollisionShape3D |
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collision_shape.add_child(_debug_mesh) |
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func _physics_process(_delta): |
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# Update debug visibility |
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if _debug_mesh: |
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_debug_mesh.visible = HitBox.debug_visible |
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if not is_active: |
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return |
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_check_hits() |
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func _check_hits(): |
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if not _query_shape: |
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# Fallback: create a default sphere |
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var sphere = SphereShape3D.new() |
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sphere.radius = 2.0 |
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_query_shape = sphere |
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# Use physics server for reliable queries |
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var space_state = get_world_3d().direct_space_state |
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var query = PhysicsShapeQueryParameters3D.new() |
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query.shape = _query_shape |
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query.transform = global_transform |
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query.collision_mask = 16 # Layer 5 (hurtbox) |
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query.collide_with_areas = true |
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query.collide_with_bodies = false |
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var results = space_state.intersect_shape(query, 32) |
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for result in results: |
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var collider = result["collider"] |
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if collider is HurtBox: |
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_process_hit(collider) |
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func _process_hit(hurtbox: HurtBox): |
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# Don't hit our own hurtbox |
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if hurtbox.owner_entity == owner_entity: |
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return |
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# Don't hit same entity twice in one attack |
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if hurtbox.owner_entity in _hits_this_attack: |
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return |
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# Register this hit |
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var target = hurtbox.owner_entity |
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if target: |
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_hits_this_attack.append(target) |
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# Get attacker position for knockback direction |
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var attacker_pos = global_position |
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if owner_entity and owner_entity is Node3D: |
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attacker_pos = owner_entity.global_position |
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# Emit signal - let the weapon/owner handle damage routing to server |
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hit_landed.emit(target, damage, knockback, attacker_pos) |
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## Activate hitbox (call when attack starts) |
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func activate(): |
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is_active = true |
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_hits_this_attack.clear() |
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# Change to yellow when active |
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if _debug_material: |
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_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) |
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func deactivate(): |
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is_active = false |
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_hits_this_attack.clear() |
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# Change back to red when inactive |
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if _debug_material: |
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_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) |
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func set_stats(new_damage: float, new_knockback: float): |
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damage = new_damage |
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knockback = new_knockback
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