prototype vibe
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@@ -3,16 +3,23 @@ extends CharacterBody3D
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@export var stats: EnemyStats
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var spawn_scale: float = 1.0
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var hover_t: float = 0.0
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var mesh_base_y: float = 0.0
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func _ready() -> void:
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add_to_group("enemies")
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if is_in_group("boss"):
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BossData.register(self, stats)
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BossData.register(self, stats, spawn_scale)
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BossData.set_stat(self, "spawn_position", global_position)
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else:
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EnemyData.register(self, stats)
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EnemyData.register(self, stats, spawn_scale)
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EnemyData.set_stat(self, "spawn_position", global_position)
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EventBus.entity_died.connect(_on_entity_died)
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var mesh: Node3D = get_node_or_null("Mesh")
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if mesh:
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mesh_base_y = mesh.position.y
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_apply_appearance(mesh)
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func _exit_tree() -> void:
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if is_in_group("boss"):
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@@ -24,6 +31,27 @@ func _on_entity_died(entity: Node) -> void:
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if entity == self:
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queue_free()
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func _process(delta: float) -> void:
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hover_t += delta
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var mesh: Node3D = get_node_or_null("Mesh")
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if mesh:
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mesh.position.y = mesh_base_y + sin(hover_t * 3.0) * 0.08
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func _apply_appearance(mesh: Node3D) -> void:
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if mesh is MeshInstance3D:
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var mat := StandardMaterial3D.new()
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if is_in_group("boss"):
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mat.albedo_color = Color(0.6, 0.15, 0.7, 1)
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mat.emission_enabled = true
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mat.emission = Color(0.8, 0.2, 0.9, 1)
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mat.emission_energy_multiplier = 0.4
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else:
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mat.albedo_color = Color(0.7, 0.25, 0.25, 1)
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mat.emission_enabled = true
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mat.emission = Color(0.9, 0.3, 0.2, 1)
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mat.emission_energy_multiplier = 0.25
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(mesh as MeshInstance3D).material_override = mat
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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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