Files
mmo/scenes/enemy/init.gd
Marek Lenczewski 4b0f82c1de asset vibe
2026-04-16 18:02:03 +02:00

102 lines
3.1 KiB
GDScript

extends CharacterBody3D
const SKELETON_WARRIOR: PackedScene = preload("res://assets/models/characters/Skeleton_Warrior.glb")
const SKELETON_MAGE: PackedScene = preload("res://assets/models/characters/Skeleton_Mage.glb")
@export var stats: EnemyStats
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var spawn_scale: float = 1.0
var anim_player: AnimationPlayer = null
var current_anim: String = ""
var attack_lock_until: float = 0.0
var is_dying: bool = false
func _ready() -> void:
add_to_group("enemies")
if is_in_group("boss"):
BossData.register(self, stats, spawn_scale)
BossData.set_stat(self, "spawn_position", global_position)
_swap_model(SKELETON_MAGE, 1.3)
else:
EnemyData.register(self, stats, spawn_scale)
EnemyData.set_stat(self, "spawn_position", global_position)
EventBus.entity_died.connect(_on_entity_died)
EventBus.attack_executed.connect(_on_attack_executed)
call_deferred("_check_variant")
call_deferred("_init_anim")
func _init_anim() -> void:
anim_player = get_node_or_null("Mesh/Model/AnimationPlayer")
_play_anim("Idle")
func _check_variant() -> void:
if is_in_group("boss"):
return
if is_in_group("red_enemies") or is_in_group("invasion"):
_swap_model(SKELETON_WARRIOR, 1.0)
anim_player = get_node_or_null("Mesh/Model/AnimationPlayer")
_play_anim("Idle")
func _swap_model(new_scene: PackedScene, scale_factor: float = 1.0) -> void:
var mesh: Node3D = get_node_or_null("Mesh")
if not mesh:
return
var old: Node = mesh.get_node_or_null("Model")
if old:
old.queue_free()
var new_model: Node3D = new_scene.instantiate()
new_model.name = "Model"
new_model.scale = Vector3(scale_factor, scale_factor, scale_factor)
new_model.position = Vector3(0, -0.75, 0)
new_model.rotation.y = PI
mesh.add_child(new_model)
func _exit_tree() -> void:
if is_in_group("boss"):
BossData.deregister(self)
else:
EnemyData.deregister(self)
func _on_entity_died(entity: Node) -> void:
if entity != self:
return
is_dying = true
_play_anim("Death_A", false)
get_tree().create_timer(1.0).timeout.connect(queue_free)
func _on_attack_executed(attacker: Node, _pos: Vector3, _dir: Vector3, _damage: float) -> void:
if attacker != self:
return
_play_anim("1H_Melee_Attack_Chop", false)
attack_lock_until = Time.get_ticks_msec() / 1000.0 + 0.5
func _process(_delta: float) -> void:
if is_dying:
return
var now: float = Time.get_ticks_msec() / 1000.0
if now < attack_lock_until:
return
if velocity.length() > 0.1:
_play_anim("Running_A")
else:
_play_anim("Idle")
func _play_anim(anim_name: String, loop: bool = true) -> void:
if not anim_player:
return
if current_anim == anim_name:
return
if not anim_player.has_animation(anim_name):
return
var anim: Animation = anim_player.get_animation(anim_name)
if anim:
anim.loop_mode = Animation.LOOP_LINEAR if loop else Animation.LOOP_NONE
anim_player.play(anim_name)
current_anim = anim_name
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
move_and_slide()