60 lines
1.8 KiB
GDScript
60 lines
1.8 KiB
GDScript
extends CharacterBody3D
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@export var stats: PlayerStats
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var anim_player: AnimationPlayer = null
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var current_anim: String = ""
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var attack_lock_until: float = 0.0
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func _ready() -> void:
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add_to_group("player")
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PlayerData.init_from_resource(stats)
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if PlayerData.returning_from_dungeon:
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global_position = PlayerData.portal_position + Vector3(0, 1, -5)
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PlayerData.returning_from_dungeon = false
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elif PlayerData.dungeon_cleared:
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PlayerData.clear_cache()
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anim_player = get_node_or_null("Mesh/Model/AnimationPlayer")
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_play_anim("Idle")
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EventBus.attack_executed.connect(_on_attack_executed)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.player_respawned.connect(_on_player_respawned)
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func _process(_delta: float) -> void:
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if not PlayerData.alive:
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return
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var now: float = Time.get_ticks_msec() / 1000.0
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if now < attack_lock_until:
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return
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if velocity.length() > 0.1:
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_play_anim("Running_A")
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else:
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_play_anim("Idle")
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func _play_anim(anim_name: String, loop: bool = true) -> void:
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if not anim_player:
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return
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if current_anim == anim_name:
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return
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if not anim_player.has_animation(anim_name):
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return
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var anim: Animation = anim_player.get_animation(anim_name)
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if anim:
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anim.loop_mode = Animation.LOOP_LINEAR if loop else Animation.LOOP_NONE
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anim_player.play(anim_name)
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current_anim = anim_name
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func _on_attack_executed(attacker: Node, _pos: Vector3, _dir: Vector3, _damage: float) -> void:
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if attacker != self:
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return
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_play_anim("1H_Melee_Attack_Chop", false)
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attack_lock_until = Time.get_ticks_msec() / 1000.0 + 0.5
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func _on_entity_died(entity: Node) -> void:
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if entity != PlayerData:
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return
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_play_anim("Death_A", false)
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func _on_player_respawned(_player: Node) -> void:
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_play_anim("Idle")
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