update
This commit is contained in:
30
plan.md
30
plan.md
@@ -2,7 +2,8 @@
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## Szenenbaum
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- Welt
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- Player
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- Gegner
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- Portal
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- Gegner
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- HUD
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## Architektur
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@@ -16,6 +17,7 @@
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- Kollision (StaticBody3D, WorldBoundaryShape3D)
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- Licht (DirectionalLight3D, 45°, Schatten)
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- Spieler (Instanz von player.tscn)
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- Portal (Instanz von portal.tscn)
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- HUD (Instanz von hud.tscn)
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- player.tscn — Spieler
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@@ -41,6 +43,19 @@
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- ClassIcon (Label, Klassen-Symbol: T=Tank, D=Schaden, H=Heiler)
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- Ability 1-5
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- portal.tscn — Portal (Gegner-Spawner, anvisierbar, Gruppe "targetable")
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- StaticBody3D (portal.gd)
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- Kollision (CylinderShape3D)
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- Mesh (CylinderMesh, Platzhalter)
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- Health (Node, health.gd)
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- HitArea (Area3D, Trefferbereich)
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- CollisionShape3D
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- PortalSpawner (Node, portal_spawner.gd)
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- Spawnt 3 Gegner bei 85%, 70%, 55%, 40%, 25%, 10% Leben (einmalig)
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- Portal = Spawnpunkt der Gegner
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- 10m Aggro-Radius um das Portal
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- Healthbar (Sprite3D + SubViewport, healthbar.gd)
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- enemy.tscn — Gegner
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- CharacterBody3D (enemy.gd)
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- Kollision (CapsuleShape3D)
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@@ -55,7 +70,7 @@
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- EnemyMovement (Node, enemy_movement.gd)
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- EnemyCombat (Node, enemy_combat.gd)
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- EnemyAggro (Node, enemy_aggro.gd)
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- Healthbar (Sprite3D + SubViewport, über dem Gegner, enemy_healthbar.gd)
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- Healthbar (Sprite3D + SubViewport, über dem Gegner, healthbar.gd)
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- SubViewport
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- Border (ColorRect, gelb, sichtbar bei Anvisierung)
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- HealthBar (ProgressBar, grün)
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@@ -71,9 +86,11 @@
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- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
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- 4 Ult: 4x Single + 2x AOE um Ziel, 30s CD, GCD
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- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
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- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
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- targeting.gd — Klick/TAB anvisieren (Gruppe "targetable"), Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
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- event_bus.gd — Autoload-Singleton, globale Signals
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m
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- portal.gd — Portal-Kern, Gruppe "targetable", kein Kampf/Aggro/State
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- portal_spawner.gd — Spawnt Gegner bei Lebensschwellen, setzt Portal als Spawnpunkt
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m, Gruppe "enemies" + "targetable"
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- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
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- enemy_combat.gd — Angriff über Event (damage_requested)
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- enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro
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@@ -81,13 +98,15 @@
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- Heilung = Aggro (0.5x)
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- Tank = Aggro-Multiplikator (2x)
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- Aggro verfällt -1/s
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- Außerhalb 10m Portal-Radius: Aggro verfällt 1% * 2 je s (1%, 2%, 4%, 8%, ...)
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- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert 10% Leben/s bis 100%, dann 1%/s
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- Bei Spieler-Tod → Aggro auf 0
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- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
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- shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar)
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- player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
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- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
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- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
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- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist
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- healthbar.gd — Liest Health/Shield (optional) vom Parent, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist (nur bei Gegnern)
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## Abilities (Resources)
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- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
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@@ -113,3 +132,4 @@
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- respawn_tick(timer) — Respawn-Countdown Update
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- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert
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- cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD
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- portal_spawn(portal, enemies) — Portal hat Gegner gespawnt
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@@ -3,7 +3,7 @@
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[ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"]
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[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
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[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_healthbar.gd" id="4"]
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[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]
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@@ -4,14 +4,14 @@
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[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"]
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[ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"]
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[ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"]
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[ext_resource type="Script" path="res://scripts/components/health.gd" id="5"]
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[ext_resource type="Script" path="res://scripts/components/shield.gd" id="6"]
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[ext_resource type="Script" path="res://scripts/player/targeting.gd" id="8"]
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[ext_resource type="Script" path="res://scripts/player/respawn.gd" id="9"]
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[ext_resource type="Script" path="res://scripts/player/player_class.gd" id="10"]
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[ext_resource type="Resource" path="res://resources/ability_sets/tank_set.tres" id="11"]
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[ext_resource type="Resource" path="res://resources/ability_sets/damage_set.tres" id="12"]
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[ext_resource type="Resource" path="res://resources/ability_sets/healer_set.tres" id="13"]
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[ext_resource type="Script" uid="uid://b053b4fkkeaod" path="res://scripts/components/health.gd" id="5"]
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[ext_resource type="Script" uid="uid://bpfw71oprcvou" path="res://scripts/components/shield.gd" id="6"]
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[ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"]
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[ext_resource type="Script" uid="uid://dw3dtax5bx0of" path="res://scripts/player/respawn.gd" id="9"]
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[ext_resource type="Script" uid="uid://rus4umqvvqq4" path="res://scripts/player/player_class.gd" id="10"]
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[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://resources/ability_sets/tank_set.tres" id="11"]
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[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://resources/ability_sets/damage_set.tres" id="12"]
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[ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://resources/ability_sets/healer_set.tres" id="13"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
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radius = 0.3
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@@ -43,19 +43,19 @@ script = ExtResource("3")
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[node name="Combat" type="Node" parent="." unique_id=1754235583]
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script = ExtResource("4")
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[node name="Targeting" type="Node" parent="."]
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[node name="Targeting" type="Node" parent="." unique_id=592540710]
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script = ExtResource("8")
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[node name="Health" type="Node" parent="."]
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[node name="Health" type="Node" parent="." unique_id=1872357630]
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script = ExtResource("5")
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[node name="Shield" type="Node" parent="."]
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[node name="Shield" type="Node" parent="." unique_id=716948065]
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script = ExtResource("6")
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[node name="Respawn" type="Node" parent="."]
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[node name="Respawn" type="Node" parent="." unique_id=1562314386]
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script = ExtResource("9")
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[node name="PlayerClass" type="Node" parent="."]
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[node name="PlayerClass" type="Node" parent="." unique_id=134158295]
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script = ExtResource("10")
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tank_set = ExtResource("11")
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damage_set = ExtResource("12")
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78
scenes/portal/portal.tscn
Normal file
78
scenes/portal/portal.tscn
Normal file
@@ -0,0 +1,78 @@
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[gd_scene format=3]
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[ext_resource type="Script" path="res://scripts/portal/portal.gd" id="1"]
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[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
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[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="3"]
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[ext_resource type="Script" path="res://scripts/portal/portal_spawner.gd" id="4"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_1"]
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radius = 1.0
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height = 2.0
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_2"]
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radius = 1.0
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height = 2.0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.5, 0.1, 0.8, 1)
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[sub_resource type="CylinderMesh" id="CylinderMesh_1"]
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top_radius = 1.0
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bottom_radius = 1.0
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height = 2.0
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material = SubResource("StandardMaterial3D_1")
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"]
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bg_color = Color(0.3, 0.1, 0.1, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
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bg_color = Color(0.2, 0.8, 0.2, 1)
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[node name="Portal" type="StaticBody3D"]
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script = ExtResource("1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CylinderShape3D_1")
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[node name="Mesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("CylinderMesh_1")
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[node name="Health" type="Node" parent="."]
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script = ExtResource("2")
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max_health = 500.0
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[node name="HitArea" type="Area3D" parent="."]
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collision_layer = 4
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collision_mask = 0
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[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
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shape = SubResource("CylinderShape3D_2")
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[node name="PortalSpawner" type="Node" parent="."]
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script = ExtResource("4")
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[node name="Healthbar" type="Sprite3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
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billboard = 1
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pixel_size = 0.01
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script = ExtResource("3")
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[node name="SubViewport" type="SubViewport" parent="Healthbar"]
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transparent_bg = true
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size = Vector2i(104, 15)
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[node name="Border" type="ColorRect" parent="Healthbar/SubViewport"]
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offset_right = 104.0
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offset_bottom = 15.0
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color = Color(1, 0.9, 0.2, 1)
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[node name="HealthBar" type="ProgressBar" parent="Healthbar/SubViewport"]
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offset_left = 2.0
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offset_top = 2.0
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offset_right = 102.0
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offset_bottom = 13.0
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theme_override_styles/background = SubResource("StyleBoxFlat_health_bg")
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theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
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max_value = 500.0
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value = 500.0
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show_percentage = false
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@@ -1,7 +1,7 @@
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[gd_scene format=3 uid="uid://dy1icabu2ssbw"]
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[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="enemy"]
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[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
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[ext_resource type="PackedScene" path="res://scenes/portal/portal.tscn" id="portal"]
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[ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"]
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[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
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@@ -51,14 +51,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -7)
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[node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")]
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[node name="Enemy1" parent="." unique_id=1152011787 instance=ExtResource("enemy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 5)
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[node name="Enemy2" parent="." unique_id=877649363 instance=ExtResource("enemy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 5)
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[node name="Enemy3" parent="." unique_id=1831736748 instance=ExtResource("enemy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.75, 7)
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[node name="Enemy4" parent="." unique_id=1818643429 instance=ExtResource("enemy")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7, 0.75, 7)
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[node name="Portal" parent="." instance=ExtResource("portal")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, 5)
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@@ -2,19 +2,24 @@ extends Sprite3D
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@onready var viewport: SubViewport = $SubViewport
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@onready var health_bar: ProgressBar = $SubViewport/HealthBar
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@onready var shield_bar: ProgressBar = $SubViewport/ShieldBar
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@onready var border: ColorRect = $SubViewport/Border
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@onready var health: Node = get_parent().get_node("Health")
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@onready var shield: Node = get_parent().get_node("Shield")
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@onready var enemy: CharacterBody3D = get_parent()
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@onready var parent_node: Node = get_parent()
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var shield: Node = null
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var shield_bar: ProgressBar = null
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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func _ready() -> void:
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texture = viewport.get_texture()
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health_bar.max_value = health.max_health
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shield_bar.max_value = shield.max_shield
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shield = get_parent().get_node_or_null("Shield")
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shield_bar = $SubViewport.get_node_or_null("ShieldBar")
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if shield and shield_bar:
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shield_bar.max_value = shield.max_shield
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elif shield_bar:
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shield_bar.visible = false
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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@@ -23,9 +28,10 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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health_bar.value = health.current_health
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shield_bar.value = shield.current_shield
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if shield and shield_bar:
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shield_bar.value = shield.current_shield
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var player: Node = get_tree().get_first_node_in_group("player")
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if player and enemy.target == player:
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if player and "target" in parent_node and parent_node.target == player:
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health_bar.add_theme_stylebox_override("fill", style_aggro)
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else:
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health_bar.add_theme_stylebox_override("fill", style_normal)
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1
scripts/components/healthbar.gd.uid
Normal file
1
scripts/components/healthbar.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://d1w7vm7t3k3ts
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@@ -5,6 +5,7 @@ enum State { IDLE, CHASE, ATTACK, RETURN }
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var state: int = State.IDLE
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var target: Node3D = null
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var spawn_position: Vector3
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var portal: Node3D = null
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var health: Node = $Health
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@@ -12,6 +13,7 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready() -> void:
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spawn_position = global_position
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add_to_group("enemies")
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add_to_group("targetable")
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EventBus.entity_died.connect(_on_entity_died)
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func _on_entity_died(entity: Node) -> void:
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@@ -39,7 +41,7 @@ func _engage(new_target: Node3D) -> void:
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func _alert_nearby() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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if enemy != self and is_instance_valid(enemy):
|
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if enemy != self and is_instance_valid(enemy) and "state" in enemy:
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if enemy.state == enemy.State.IDLE:
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var dist: float = global_position.distance_to(enemy.global_position)
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if dist <= 3.0:
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@@ -1,7 +1,9 @@
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extends Node
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const AGGRO_DECAY := 1.0
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const PORTAL_RADIUS := 10.0
|
||||
var aggro_table: Dictionary = {}
|
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var seconds_outside := 0.0
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||||
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@onready var enemy: CharacterBody3D = get_parent()
|
||||
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||||
@@ -10,15 +12,32 @@ func _ready() -> void:
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EventBus.entity_died.connect(_on_entity_died)
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||||
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func _process(delta: float) -> void:
|
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var outside_portal := false
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if enemy.portal and is_instance_valid(enemy.portal):
|
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var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position)
|
||||
if dist_to_portal > PORTAL_RADIUS:
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outside_portal = true
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seconds_outside += delta
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else:
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seconds_outside = 0.0
|
||||
|
||||
for player in aggro_table.keys():
|
||||
aggro_table[player] -= AGGRO_DECAY * delta
|
||||
var decay: float = AGGRO_DECAY * delta
|
||||
if outside_portal:
|
||||
var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
|
||||
decay += bonus_decay
|
||||
aggro_table[player] -= decay
|
||||
if aggro_table[player] <= 0:
|
||||
aggro_table.erase(player)
|
||||
|
||||
var top_target: Node = _get_top_target()
|
||||
if top_target and top_target != enemy.target:
|
||||
enemy.target = top_target
|
||||
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
|
||||
enemy.state = enemy.State.CHASE
|
||||
elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
|
||||
enemy.target = null
|
||||
enemy.state = enemy.State.RETURN
|
||||
|
||||
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
|
||||
if target != enemy:
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
uid://dwqx03nfypa7u
|
||||
@@ -1,13 +1,14 @@
|
||||
extends Node
|
||||
|
||||
const SPEED := 3.0
|
||||
const LEASH_RANGE := 15.0
|
||||
const ATTACK_RANGE := 2.0
|
||||
const REGEN_FAST := 0.10
|
||||
const REGEN_SLOW := 0.01
|
||||
|
||||
@onready var enemy: CharacterBody3D = get_parent()
|
||||
@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
func _physics_process(delta: float) -> void:
|
||||
match enemy.state:
|
||||
enemy.State.IDLE:
|
||||
enemy.velocity.x = 0
|
||||
@@ -15,17 +16,12 @@ func _physics_process(_delta: float) -> void:
|
||||
enemy.State.CHASE:
|
||||
_chase()
|
||||
enemy.State.RETURN:
|
||||
_return_to_spawn()
|
||||
_return_to_spawn(delta)
|
||||
|
||||
func _chase() -> void:
|
||||
if not is_instance_valid(enemy.target):
|
||||
enemy.state = enemy.State.RETURN
|
||||
return
|
||||
var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
|
||||
if dist_to_spawn > LEASH_RANGE:
|
||||
enemy.state = enemy.State.RETURN
|
||||
enemy.target = null
|
||||
return
|
||||
var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
|
||||
if dist_to_target <= ATTACK_RANGE:
|
||||
enemy.state = enemy.State.ATTACK
|
||||
@@ -37,7 +33,7 @@ func _chase() -> void:
|
||||
enemy.velocity.x = direction.x * SPEED
|
||||
enemy.velocity.z = direction.z * SPEED
|
||||
|
||||
func _return_to_spawn() -> void:
|
||||
func _return_to_spawn(delta: float) -> void:
|
||||
var dist := enemy.global_position.distance_to(enemy.spawn_position)
|
||||
if dist < 1.0:
|
||||
enemy.state = enemy.State.IDLE
|
||||
@@ -50,3 +46,13 @@ func _return_to_spawn() -> void:
|
||||
direction.y = 0
|
||||
enemy.velocity.x = direction.x * SPEED
|
||||
enemy.velocity.z = direction.z * SPEED
|
||||
_regenerate(delta)
|
||||
|
||||
func _regenerate(delta: float) -> void:
|
||||
var health: Node = enemy.get_node("Health")
|
||||
if health.current_health < health.max_health:
|
||||
var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW
|
||||
if health.current_health >= health.max_health * 0.99:
|
||||
rate = REGEN_SLOW
|
||||
health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health)
|
||||
EventBus.health_changed.emit(enemy, health.current_health, health.max_health)
|
||||
|
||||
@@ -14,3 +14,4 @@ signal shield_changed(entity, current, max_val)
|
||||
signal respawn_tick(timer)
|
||||
signal enemy_engaged(enemy, target)
|
||||
signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
|
||||
signal portal_spawn(portal, enemies)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
extends Node
|
||||
|
||||
const GCD_TIME := 1.0
|
||||
const GCD_TIME := 0.5
|
||||
|
||||
@onready var player: CharacterBody3D = get_parent()
|
||||
@onready var targeting: Node = get_parent().get_node("Targeting")
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
extends CanvasLayer
|
||||
|
||||
const GCD_TIME := 1.0
|
||||
const GCD_TIME := 0.5
|
||||
|
||||
@onready var health_bar: ProgressBar = $HealthBar
|
||||
@onready var shield_bar: ProgressBar = $ShieldBar
|
||||
|
||||
@@ -49,16 +49,16 @@ func _try_target_under_mouse(mouse_pos: Vector2) -> void:
|
||||
set_target(null)
|
||||
|
||||
func _cycle_target() -> void:
|
||||
var enemies := get_tree().get_nodes_in_group("enemies")
|
||||
if enemies.is_empty():
|
||||
var targets := get_tree().get_nodes_in_group("targetable")
|
||||
if targets.is_empty():
|
||||
set_target(null)
|
||||
return
|
||||
if current_target == null or current_target not in enemies:
|
||||
set_target(enemies[0])
|
||||
if current_target == null or current_target not in targets:
|
||||
set_target(targets[0])
|
||||
return
|
||||
var idx := enemies.find(current_target)
|
||||
var next_idx := (idx + 1) % enemies.size()
|
||||
set_target(enemies[next_idx])
|
||||
var idx := targets.find(current_target)
|
||||
var next_idx := (idx + 1) % targets.size()
|
||||
set_target(targets[next_idx])
|
||||
|
||||
func set_target(target: Node3D) -> void:
|
||||
current_target = target
|
||||
|
||||
4
scripts/portal/portal.gd
Normal file
4
scripts/portal/portal.gd
Normal file
@@ -0,0 +1,4 @@
|
||||
extends StaticBody3D
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("targetable")
|
||||
1
scripts/portal/portal.gd.uid
Normal file
1
scripts/portal/portal.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://byjxj4mq84gki
|
||||
30
scripts/portal/portal_spawner.gd
Normal file
30
scripts/portal/portal_spawner.gd
Normal file
@@ -0,0 +1,30 @@
|
||||
extends Node
|
||||
|
||||
const SPAWN_COUNT := 3
|
||||
var thresholds := [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
|
||||
var triggered: Array[bool] = [false, false, false, false, false, false]
|
||||
var enemy_scene: PackedScene = preload("res://scenes/enemy/enemy.tscn")
|
||||
|
||||
@onready var portal: StaticBody3D = get_parent()
|
||||
@onready var health: Node = get_parent().get_node("Health")
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if health.current_health <= 0:
|
||||
return
|
||||
var ratio: float = health.current_health / health.max_health
|
||||
for i in range(thresholds.size()):
|
||||
if not triggered[i] and ratio <= thresholds[i]:
|
||||
triggered[i] = true
|
||||
_spawn_enemies()
|
||||
|
||||
func _spawn_enemies() -> void:
|
||||
var spawned: Array = []
|
||||
for j in range(SPAWN_COUNT):
|
||||
var enemy: CharacterBody3D = enemy_scene.instantiate()
|
||||
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
|
||||
portal.get_parent().add_child(enemy)
|
||||
enemy.global_position = portal.global_position + offset
|
||||
enemy.spawn_position = portal.global_position
|
||||
enemy.portal = portal
|
||||
spawned.append(enemy)
|
||||
EventBus.portal_spawn.emit(portal, spawned)
|
||||
1
scripts/portal/portal_spawner.gd.uid
Normal file
1
scripts/portal/portal_spawner.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://begrg74oh76pu
|
||||
Reference in New Issue
Block a user