refactor
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80
scenes/entities/gate/gate.gd
Normal file
80
scenes/entities/gate/gate.gd
Normal file
@@ -0,0 +1,80 @@
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extends StaticBody3D
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@export var stats_resource: GateStats
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@export var is_red: bool = false
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@onready var mesh: MeshInstance3D = $Mesh
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@onready var healthbar: MeshInstance3D = $Healthbar
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@onready var name_label: Label3D = $NameLabel
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@onready var spawn_point: Node3D = $SpawnPoint
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var spawn_timer: float = 0.0
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var spawned_count: int = 0
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var dead: bool = false
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func _enter_tree() -> void:
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set_multiplayer_authority(1)
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func _ready() -> void:
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add_to_group("gates")
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if is_red:
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add_to_group("red_gate")
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if stats_resource == null:
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stats_resource = GateStats.new()
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if is_red:
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stats_resource.max_health = 600.0
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stats_resource.spawn_count = 8
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else:
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stats_resource.max_health = 200.0
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stats_resource.spawn_count = 5
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stats_resource.is_red = is_red
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Stats.register(self, stats_resource)
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EventBus.health_changed.connect(_on_health_changed)
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EventBus.entity_died.connect(_on_entity_died)
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if is_red:
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var mat: StandardMaterial3D = StandardMaterial3D.new()
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mat.albedo_color = Color(0.95, 0.2, 0.15)
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.4, 0.2)
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mat.emission_energy_multiplier = 0.6
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mesh.material_override = mat
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name_label.text = "Red Gate"
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else:
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name_label.text = "Gate"
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set_physics_process(true)
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func _exit_tree() -> void:
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Stats.deregister(self)
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func _physics_process(delta: float) -> void:
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if dead:
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return
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if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
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return
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spawn_timer = max(0.0, spawn_timer - delta)
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if spawn_timer <= 0.0 and spawned_count < int(Stats.get_stat(self, "spawn_count", 5)):
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var spawn_sys: Node = get_node_or_null("/root/World/Systems/SpawnSystem")
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if spawn_sys and spawn_sys.has_method("spawn_enemy_at"):
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spawn_sys.spawn_enemy_at(spawn_point.global_position + Vector3(randf_range(-1.5, 1.5), 0.0, randf_range(-1.5, 1.5)), is_red)
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spawned_count += 1
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spawn_timer = float(Stats.get_stat(self, "spawn_interval", 4.0))
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func _on_health_changed(entity: Node, current: float, max: float) -> void:
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if entity != self:
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return
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var ratio: float = clamp(current / max if max > 0 else 0.0, 0.0, 1.0)
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healthbar.scale.x = max(0.01, ratio * 2.0)
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func _on_entity_died(entity: Node) -> void:
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if entity != self or dead:
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return
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dead = true
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if multiplayer.is_server() or multiplayer.multiplayer_peer == null:
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var spawn_sys: Node = get_node_or_null("/root/World/Systems/SpawnSystem")
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if spawn_sys and spawn_sys.has_method("spawn_portal_at"):
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spawn_sys.spawn_portal_at(global_position, is_red)
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EventBus.gate_destroyed.emit(self)
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var t := get_tree().create_timer(0.5)
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t.timeout.connect(func():
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if is_instance_valid(self):
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queue_free())
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