last init

This commit is contained in:
Marek
2026-03-29 16:05:31 +02:00
commit aa2c182534
53 changed files with 1419 additions and 0 deletions

35
scripts/player/combat.gd Normal file
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extends Node
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var player_class: Node = get_parent().get_node("PlayerClass")
var abilities: Array = []
func _ready() -> void:
_load_abilities()
EventBus.class_changed.connect(_on_class_changed)
func _load_abilities() -> void:
var ability_set: AbilitySet = player_class.get_ability_set()
if ability_set:
abilities = ability_set.abilities
else:
abilities = []
func _unhandled_input(event: InputEvent) -> void:
for i in range(min(abilities.size(), 5)):
if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
if abilities[i].type == Ability.Type.PASSIVE:
return
abilities[i].execute(player, targeting)
return
func apply_passive(base_damage: float) -> float:
for ability in abilities:
if ability and ability.type == Ability.Type.PASSIVE:
return base_damage * (1.0 + ability.damage / 100.0)
return base_damage
func _on_class_changed(_player: Node, _class_type: int) -> void:
_load_abilities()