last init
This commit is contained in:
38
scripts/enemy/enemy.gd
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38
scripts/enemy/enemy.gd
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extends CharacterBody3D
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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 gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var health: Node = $Health
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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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EventBus.entity_died.connect(_on_entity_died)
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func _on_entity_died(entity: Node) -> void:
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if entity == self:
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queue_free()
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elif entity == target:
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target = null
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state = State.RETURN
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity.y -= gravity * delta
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move_and_slide()
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func _on_detection_area_body_entered(body: Node3D) -> void:
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if body is CharacterBody3D and body.name == "Player":
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target = body
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state = State.CHASE
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EventBus.enemy_engaged.emit(self, body)
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func _on_detection_area_body_exited(body: Node3D) -> void:
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if body == target and state == State.CHASE:
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state = State.RETURN
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target = null
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1
scripts/enemy/enemy.gd.uid
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1
scripts/enemy/enemy.gd.uid
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@@ -0,0 +1 @@
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uid://bwi75jx0agktd
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26
scripts/enemy/enemy_combat.gd
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26
scripts/enemy/enemy_combat.gd
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@@ -0,0 +1,26 @@
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extends Node
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const ATTACK_RANGE := 2.0
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const ATTACK_COOLDOWN := 1.5
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const ATTACK_DAMAGE := 5.0
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var attack_timer := 0.0
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@onready var enemy: CharacterBody3D = get_parent()
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func _physics_process(delta: float) -> void:
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attack_timer -= delta
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if enemy.state != enemy.State.ATTACK:
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return
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if not is_instance_valid(enemy.target):
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enemy.state = enemy.State.RETURN
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return
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var dist := enemy.global_position.distance_to(enemy.target.global_position)
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if dist > ATTACK_RANGE:
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enemy.state = enemy.State.CHASE
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return
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if attack_timer <= 0:
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attack_timer = ATTACK_COOLDOWN
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EventBus.damage_requested.emit(enemy, enemy.target, ATTACK_DAMAGE)
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enemy.velocity.x = 0
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enemy.velocity.z = 0
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1
scripts/enemy/enemy_combat.gd.uid
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1
scripts/enemy/enemy_combat.gd.uid
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@@ -0,0 +1 @@
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uid://ct4u62xalrjyo
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22
scripts/enemy/enemy_healthbar.gd
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22
scripts/enemy/enemy_healthbar.gd
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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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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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border.visible = false
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EventBus.target_changed.connect(_on_target_changed)
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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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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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1
scripts/enemy/enemy_healthbar.gd.uid
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1
scripts/enemy/enemy_healthbar.gd.uid
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uid://dwqx03nfypa7u
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52
scripts/enemy/enemy_movement.gd
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52
scripts/enemy/enemy_movement.gd
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extends Node
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const SPEED := 3.0
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const LEASH_RANGE := 15.0
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const ATTACK_RANGE := 2.0
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@onready var enemy: CharacterBody3D = get_parent()
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@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
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func _physics_process(_delta: float) -> void:
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match enemy.state:
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enemy.State.IDLE:
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enemy.velocity.x = 0
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enemy.velocity.z = 0
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enemy.State.CHASE:
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_chase()
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enemy.State.RETURN:
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_return_to_spawn()
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func _chase() -> void:
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if not is_instance_valid(enemy.target):
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enemy.state = enemy.State.RETURN
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return
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var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
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if dist_to_spawn > LEASH_RANGE:
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enemy.state = enemy.State.RETURN
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enemy.target = null
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return
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var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
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if dist_to_target <= ATTACK_RANGE:
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enemy.state = enemy.State.ATTACK
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return
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nav_agent.target_position = enemy.target.global_position
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var next_pos := nav_agent.get_next_path_position()
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var direction := (next_pos - enemy.global_position).normalized()
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direction.y = 0
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enemy.velocity.x = direction.x * SPEED
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enemy.velocity.z = direction.z * SPEED
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func _return_to_spawn() -> void:
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var dist := enemy.global_position.distance_to(enemy.spawn_position)
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if dist < 1.0:
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enemy.state = enemy.State.IDLE
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enemy.velocity.x = 0
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enemy.velocity.z = 0
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return
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nav_agent.target_position = enemy.spawn_position
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var next_pos := nav_agent.get_next_path_position()
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var direction := (next_pos - enemy.global_position).normalized()
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direction.y = 0
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enemy.velocity.x = direction.x * SPEED
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enemy.velocity.z = direction.z * SPEED
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1
scripts/enemy/enemy_movement.gd.uid
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1
scripts/enemy/enemy_movement.gd.uid
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@@ -0,0 +1 @@
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uid://tnx6rbnnngn
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