last init
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46
scripts/player/respawn.gd
Normal file
46
scripts/player/respawn.gd
Normal file
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extends Node
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const RESPAWN_TIME := 3.0
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var respawn_timer := 0.0
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var is_dead := false
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var spawn_position: Vector3
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@onready var player: CharacterBody3D = get_parent()
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func _ready() -> void:
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spawn_position = player.global_position
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EventBus.entity_died.connect(_on_entity_died)
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func _process(delta: float) -> void:
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if is_dead:
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respawn_timer -= delta
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EventBus.respawn_tick.emit(respawn_timer)
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if respawn_timer <= 0:
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_respawn()
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func _on_entity_died(entity: Node) -> void:
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if entity == player and not is_dead:
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is_dead = true
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respawn_timer = RESPAWN_TIME
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player.velocity = Vector3.ZERO
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player.get_node("Mesh").visible = false
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player.get_node("CollisionShape3D").disabled = true
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player.get_node("Movement").set_physics_process(false)
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player.get_node("Combat").set_process_unhandled_input(false)
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player.get_node("Targeting").set_process_unhandled_input(false)
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func _respawn() -> void:
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is_dead = false
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player.global_position = spawn_position
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player.get_node("Mesh").visible = true
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player.get_node("CollisionShape3D").disabled = false
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player.get_node("Movement").set_physics_process(true)
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player.get_node("Combat").set_process_unhandled_input(true)
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player.get_node("Targeting").set_process_unhandled_input(true)
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var health_node: Node = player.get_node("Health")
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var shield_node: Node = player.get_node("Shield")
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health_node.current_health = health_node.max_health
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shield_node.current_shield = shield_node.max_shield
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EventBus.health_changed.emit(player, health_node.current_health, health_node.max_health)
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EventBus.shield_changed.emit(player, shield_node.current_shield, shield_node.max_shield)
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EventBus.player_respawned.emit(player)
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