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

60 lines
1.8 KiB
GDScript

extends CharacterBody3D
@export var stats: PlayerStats
var anim_player: AnimationPlayer = null
var current_anim: String = ""
var attack_lock_until: float = 0.0
func _ready() -> void:
add_to_group("player")
PlayerData.init_from_resource(stats)
if PlayerData.returning_from_dungeon:
global_position = PlayerData.portal_position + Vector3(0, 1, -5)
PlayerData.returning_from_dungeon = false
elif PlayerData.dungeon_cleared:
PlayerData.clear_cache()
anim_player = get_node_or_null("Mesh/Model/AnimationPlayer")
_play_anim("Idle")
EventBus.attack_executed.connect(_on_attack_executed)
EventBus.entity_died.connect(_on_entity_died)
EventBus.player_respawned.connect(_on_player_respawned)
func _process(_delta: float) -> void:
if not PlayerData.alive:
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 _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 _on_entity_died(entity: Node) -> void:
if entity != PlayerData:
return
_play_anim("Death_A", false)
func _on_player_respawned(_player: Node) -> void:
_play_anim("Idle")