In progress work for Chariot
@@ -30,8 +30,8 @@ runtime/advanced/uses_dotnet=true
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[display]
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[display]
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window/size/viewport_width=1024
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window/size/viewport_width=1920
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window/size/viewport_height=768
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window/size/viewport_height=1080
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[dotnet]
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[dotnet]
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7
Zennysoft.Game.Ma/src/DirectionType.cs
Normal file
@@ -0,0 +1,7 @@
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public enum DirectionType
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{
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FORWARD,
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LEFT,
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RIGHT,
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BACKWARD
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}
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1
Zennysoft.Game.Ma/src/DirectionType.cs.uid
Normal file
@@ -0,0 +1 @@
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uid://dlgofubv0g43x
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@@ -51,7 +51,7 @@ public partial class DataViewer : Control
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Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
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Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
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ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
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ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
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_currentModel.RotateModel(_currentModel.Basis, CameraPivot.Basis.Z, 0.75f, 0.5f, false);
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//_currentModel.GetEnemyDirection(_currentModel.Basis, CameraPivot.Basis.Z, 0.75f, 0.5f);
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if (Input.IsActionJustPressed(GameInputs.Attack))
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if (Input.IsActionJustPressed(GameInputs.Attack))
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{
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{
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@@ -62,6 +62,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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_enemyLogic.Set(this as IEnemy);
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_enemyLogic.Set(this as IEnemy);
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_enemyLogic.Set(_player);
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_enemyLogic.Set(_player);
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_damageCalculator = new DamageCalculator();
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_damageCalculator = new DamageCalculator();
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SetPhysicsProcess(true);
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}
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}
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public void OnResolved()
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public void OnResolved()
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@@ -86,7 +87,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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_lineOfSight.BodyEntered += LineOfSight_BodyEntered;
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_lineOfSight.BodyEntered += LineOfSight_BodyEntered;
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}
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}
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public void OnPhysicsProcess(double delta)
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public void OnProcess(double delta)
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{
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{
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if (CurrentHP.Value <= 0)
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if (CurrentHP.Value <= 0)
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return;
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return;
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@@ -95,9 +96,15 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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if (!lookDir.IsEqualApprox(GlobalPosition))
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if (!lookDir.IsEqualApprox(GlobalPosition))
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LookAt(lookDir, Vector3.Up, true);
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LookAt(lookDir, Vector3.Up, true);
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var isWalking = _enemyLogic.Value is EnemyLogic.State.Patrolling or EnemyLogic.State.FollowPlayer;
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_enemyModelView.SetCurrentDirection(GlobalBasis, _player.CurrentBasis);
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if (_enemyModelView is EnemyModelView2D enemyModelView2D)
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if (_enemyModelView is EnemyModelView2D enemyModelView2D)
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||||||
enemyModelView2D.RotateModel(GlobalTransform.Basis, -_player.CurrentBasis.Z, isWalking);
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{
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||||||
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if (_enemyLogic.Value is EnemyLogic.State.Patrolling or EnemyLogic.State.FollowPlayer)
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||||||
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_enemyModelView.PlayWalkAnimation();
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else
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||||||
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_enemyModelView.PlayIdleAnimation();
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}
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}
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}
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#endregion
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#endregion
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@@ -138,6 +145,9 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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_enemyModelView.PlayHitAnimation();
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_enemyModelView.PlayHitAnimation();
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_enemyLogic.Input(new EnemyLogic.Input.Alerted());
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_enemyLogic.Input(new EnemyLogic.Input.Alerted());
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if (this is ICanActivate activatable)
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activatable.Activate();
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if (((Weapon)_player.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
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if (((Weapon)_player.EquippedWeapon.Value).WeaponTag == WeaponTag.SelfDamage)
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_player.Stats.SetCurrentHP(_player.Stats.CurrentHP.Value - 5);
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_player.Stats.SetCurrentHP(_player.Stats.CurrentHP.Value - 5);
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}
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}
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@@ -151,6 +161,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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public void Die()
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public void Die()
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{
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{
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||||||
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SetProcess(false);
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CurrentHP.OnNext(0);
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CurrentHP.OnNext(0);
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_enemyLogic.Input(new EnemyLogic.Input.EnemyDefeated());
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_enemyLogic.Input(new EnemyLogic.Input.EnemyDefeated());
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_collisionShape.SetDeferred("disabled", true);
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_collisionShape.SetDeferred("disabled", true);
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@@ -1,21 +1,30 @@
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using Chickensoft.AutoInject;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Chickensoft.Introspection;
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using Godot;
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using Godot;
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using System;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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[Meta(typeof(IAutoNode))]
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public partial class EnemyModelView2D : Node3D, IEnemyModelView
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public partial class EnemyModelView2D : Node3D, IEnemyModelView
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{
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{
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||||||
private const string PRIMARY_ATTACK = "primary_attack";
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protected const string PRIMARY_ATTACK = "primary_attack";
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private const string SECONDARY_ATTACK = "secondary_attack";
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protected const string PRIMARY_ATTACK_LEFT = "primary_attack_left";
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private const string PRIMARY_SKILL = "primary_skill";
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protected const string PRIMARY_ATTACK_RIGHT = "primary_attack_right";
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private const string IDLE_FORWARD = "idle_front";
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protected const string PRIMARY_ATTACK_BACK = "primary_attack_back";
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private const string IDLE_LEFT = "idle_left";
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protected const string SECONDARY_ATTACK = "secondary_attack";
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private const string IDLE_BACK = "idle_back";
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protected const string SECONDARY_ATTACK_LEFT = "secondary_attack_left";
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private const string IDLE_FORWARD_WALK = "idle_front_walk";
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protected const string SECONDARY_ATTACK_RIGHT = "secondary_attack_right";
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private const string IDLE_LEFT_WALK = "idle_left_walk";
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protected const string SECONDARY_ATTACK_BACK = "secondary_attack_back";
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private const string IDLE_BACK_WALK = "idle_back_walk";
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protected const string PRIMARY_SKILL = "primary_skill";
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private const string PARAMETERS_PLAYBACK = "parameters/playback";
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protected const string IDLE_FORWARD = "idle_front";
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protected const string IDLE_LEFT = "idle_left";
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protected const string IDLE_RIGHT = "idle_right";
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protected const string IDLE_BACK = "idle_back";
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protected const string IDLE_FORWARD_WALK = "idle_front_walk";
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protected const string IDLE_LEFT_WALK = "idle_left_walk";
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protected const string IDLE_RIGHT_WALK = "idle_right_walk";
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protected const string IDLE_BACK_WALK = "idle_back_walk";
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protected const string PARAMETERS_PLAYBACK = "parameters/playback";
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public override void _Notification(int what) => this.Notify(what);
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public override void _Notification(int what) => this.Notify(what);
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@@ -29,107 +38,150 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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[Node] public AnimationTree AnimationTree { get; set; } = default!;
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[Node] public AnimationTree AnimationTree { get; set; } = default!;
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||||||
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||||||
public void Setup()
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protected DirectionType _currentDirection = DirectionType.FORWARD;
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||||||
{
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||||||
AnimationTree.AnimationFinished += AnimationTree_AnimationFinished;
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public void SetCurrentDirection(Basis enemyBasis, Basis cameraBasis) => _currentDirection = GetEnemyDirection(enemyBasis, -cameraBasis.Z, 0.55f, 0.45f);
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Start(IDLE_FORWARD);
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}
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public void PlayPrimaryAttackAnimation()
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public void PlayPrimaryAttackAnimation()
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||||||
{
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{
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||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
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switch (_currentDirection)
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{
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||||||
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case DirectionType.FORWARD:
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||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
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||||||
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break;
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||||||
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case DirectionType.RIGHT:
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||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_RIGHT);
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||||||
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break;
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||||||
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case DirectionType.LEFT:
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||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_LEFT);
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||||||
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break;
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||||||
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case DirectionType.BACKWARD:
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||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK_BACK);
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break;
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||||||
|
}
|
||||||
}
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}
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||||||
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||||||
public void PlaySecondaryAttackAnimation()
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public void PlaySecondaryAttackAnimation()
|
||||||
{
|
{
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
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switch (_currentDirection)
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||||||
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{
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||||||
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case DirectionType.FORWARD:
|
||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
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||||||
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break;
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||||||
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case DirectionType.RIGHT:
|
||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_RIGHT);
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||||||
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break;
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||||||
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case DirectionType.LEFT:
|
||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_LEFT);
|
||||||
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break;
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||||||
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case DirectionType.BACKWARD:
|
||||||
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK_BACK);
|
||||||
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break;
|
||||||
|
}
|
||||||
}
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}
|
||||||
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|
||||||
public void PlayPrimarySkillAnimation()
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public void PlayPrimarySkillAnimation()
|
||||||
{
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{
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
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AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayHitAnimation()
|
public void PlayHitAnimation()
|
||||||
{
|
{
|
||||||
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
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LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
|
||||||
var tweener = GetTree().CreateTween();
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var tweener = GetTree().CreateTween();
|
||||||
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayDeathAnimation()
|
public void PlayDeathAnimation()
|
||||||
{
|
{
|
||||||
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
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LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
|
||||||
var tweener = GetTree().CreateTween();
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var tweener = GetTree().CreateTween();
|
||||||
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
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tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
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||||||
tweener.TweenCallback(Callable.From(QueueFree));
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tweener.TweenCallback(Callable.From(QueueFree));
|
||||||
}
|
}
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||||||
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|
||||||
public void RotateModel(Basis enemyBasis, Vector3 cameraDirection, bool isWalking) => RotateModel(enemyBasis, cameraDirection, 0.55f, 0.45f, isWalking);
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public virtual void PlayIdleAnimation()
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||||||
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|
||||||
public virtual void RotateModel(
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|
||||||
Basis enemyBasis,
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|
||||||
Vector3 cameraDirection,
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|
||||||
float rotateUpperThreshold,
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|
||||||
float rotateLowerThreshold,
|
|
||||||
bool isWalking)
|
|
||||||
{
|
{
|
||||||
var enemyForwardDirection = enemyBasis.Z;
|
switch (_currentDirection)
|
||||||
var enemyLeftDirection = enemyBasis.X;
|
{
|
||||||
|
case DirectionType.FORWARD:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
|
||||||
|
break;
|
||||||
|
case DirectionType.RIGHT:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT);
|
||||||
|
break;
|
||||||
|
case DirectionType.LEFT:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
|
||||||
|
break;
|
||||||
|
case DirectionType.BACKWARD:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
|
public virtual void PlayWalkAnimation()
|
||||||
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
|
{
|
||||||
|
switch (_currentDirection)
|
||||||
|
{
|
||||||
|
case DirectionType.FORWARD:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
|
||||||
|
break;
|
||||||
|
case DirectionType.RIGHT:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_RIGHT_WALK);
|
||||||
|
break;
|
||||||
|
case DirectionType.LEFT:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
|
||||||
|
break;
|
||||||
|
case DirectionType.BACKWARD:
|
||||||
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
|
private DirectionType GetEnemyDirection(
|
||||||
if (forwardDotProduct < -rotateUpperThreshold)
|
Basis enemyBasis,
|
||||||
{
|
Vector3 cameraDirection,
|
||||||
if (isWalking)
|
float rotateUpperThreshold,
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
|
float rotateLowerThreshold)
|
||||||
else
|
{
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
|
var enemyForwardDirection = enemyBasis.Z;
|
||||||
}
|
var enemyLeftDirection = enemyBasis.X;
|
||||||
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
|
|
||||||
else if (forwardDotProduct > rotateUpperThreshold)
|
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
|
||||||
{
|
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
|
||||||
if (isWalking)
|
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
|
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
|
||||||
else
|
if (forwardDotProduct < -rotateUpperThreshold)
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
|
return DirectionType.FORWARD;
|
||||||
}
|
|
||||||
else
|
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
|
||||||
{
|
else if (forwardDotProduct > rotateUpperThreshold)
|
||||||
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
|
return DirectionType.BACKWARD;
|
||||||
AnimatedSprite.FlipH = leftDotProduct > 0;
|
else
|
||||||
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
|
{
|
||||||
if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
|
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
|
||||||
{
|
if (leftDotProduct > 0)
|
||||||
if (isWalking)
|
return DirectionType.RIGHT;
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
|
|
||||||
else
|
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
|
if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
|
||||||
}
|
return DirectionType.LEFT;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return _currentDirection;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadShader(string shaderPath)
|
private void LoadShader(string shaderPath)
|
||||||
{
|
{
|
||||||
var shader = GD.Load<Shader>(shaderPath);
|
var shader = GD.Load<Shader>(shaderPath);
|
||||||
AnimatedSprite.Material = new ShaderMaterial();
|
AnimatedSprite.Material = new ShaderMaterial();
|
||||||
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
|
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
|
||||||
shaderMaterial.Shader = shader;
|
shaderMaterial.Shader = shader;
|
||||||
}
|
|
||||||
|
|
||||||
private void AnimationTree_AnimationFinished(StringName animName)
|
|
||||||
{
|
|
||||||
if (animName == PRIMARY_ATTACK || animName == SECONDARY_ATTACK || animName == PRIMARY_SKILL)
|
|
||||||
{
|
|
||||||
AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetShaderValue(float shaderValue)
|
private void SetShaderValue(float shaderValue)
|
||||||
{
|
{
|
||||||
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
|
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
|
||||||
shaderMaterial.SetShaderParameter("progress", shaderValue);
|
shaderMaterial.SetShaderParameter("progress", shaderValue);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -97,4 +97,6 @@ public partial class EnemyModelView3D : Node3D, IEnemyModelView
|
|||||||
{
|
{
|
||||||
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Stop();
|
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetCurrentDirection(Basis enemyBasis, Basis cameraBasis) => throw new System.NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,12 @@ namespace Zennysoft.Game.Ma;
|
|||||||
|
|
||||||
public interface IEnemyModelView : INode3D
|
public interface IEnemyModelView : INode3D
|
||||||
{
|
{
|
||||||
|
void SetCurrentDirection(Basis enemyBasis, Basis cameraBasis);
|
||||||
|
|
||||||
|
public void PlayIdleAnimation();
|
||||||
|
|
||||||
|
public void PlayWalkAnimation();
|
||||||
|
|
||||||
public void PlayPrimaryAttackAnimation();
|
public void PlayPrimaryAttackAnimation();
|
||||||
|
|
||||||
public void PlaySecondaryAttackAnimation();
|
public void PlaySecondaryAttackAnimation();
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ public partial class Sproingy : Enemy, IHasPrimaryAttack, ICanPatrol
|
|||||||
((EnemyModelView2D)_enemyModelView).Hitbox.AreaEntered += Hitbox_AreaEntered;
|
((EnemyModelView2D)_enemyModelView).Hitbox.AreaEntered += Hitbox_AreaEntered;
|
||||||
}
|
}
|
||||||
|
|
||||||
public new void OnPhysicsProcess(double delta)
|
public void OnPhysicsProcess(double delta)
|
||||||
{
|
{
|
||||||
_enemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta));
|
_enemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta));
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=121 format=3 uid="uid://bimjnsu52y3xi"]
|
[gd_scene load_steps=126 format=3 uid="uid://bimjnsu52y3xi"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://cvr1qimxpignl" path="res://src/enemy/EnemyModelView2D.cs" id="1_oh25a"]
|
[ext_resource type="Script" uid="uid://cvr1qimxpignl" path="res://src/enemy/EnemyModelView2D.cs" id="1_oh25a"]
|
||||||
[ext_resource type="Texture2D" uid="uid://dd0ia6isdqg61" path="res://src/enemy/enemy_types/01. sproingy/animations/ATTACK/Layer 1.png" id="1_pbx41"]
|
[ext_resource type="Texture2D" uid="uid://dd0ia6isdqg61" path="res://src/enemy/enemy_types/01. sproingy/animations/ATTACK/Layer 1.png" id="1_pbx41"]
|
||||||
@@ -472,6 +472,66 @@ tracks/1/keys = {
|
|||||||
"values": [&"idle_left_walk"]
|
"values": [&"idle_left_walk"]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_ni60h"]
|
||||||
|
resource_name = "idle_right"
|
||||||
|
length = 1.25001
|
||||||
|
loop_mode = 1
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75, 0.833333, 0.916666, 1, 1.08333, 1.16667),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"idle_left_walk"]
|
||||||
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_7hf3j"]
|
||||||
|
resource_name = "idle_right_walk"
|
||||||
|
length = 1.25001
|
||||||
|
loop_mode = 1
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75, 0.833333, 0.916666, 1, 1.08333, 1.16667),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"idle_left_walk"]
|
||||||
|
}
|
||||||
|
|
||||||
[sub_resource type="Animation" id="Animation_ruc6s"]
|
[sub_resource type="Animation" id="Animation_ruc6s"]
|
||||||
resource_name = "attack"
|
resource_name = "attack"
|
||||||
length = 0.750008
|
length = 0.750008
|
||||||
@@ -513,6 +573,129 @@ tracks/2/keys = {
|
|||||||
"values": [true, false, true]
|
"values": [true, false, true]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_djeua"]
|
||||||
|
resource_name = "primary_attack_back"
|
||||||
|
length = 0.750008
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"attack"]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
|
||||||
|
}
|
||||||
|
tracks/2/type = "value"
|
||||||
|
tracks/2/imported = false
|
||||||
|
tracks/2/enabled = true
|
||||||
|
tracks/2/path = NodePath("Hitbox/CollisionShape3D:disabled")
|
||||||
|
tracks/2/interp = 1
|
||||||
|
tracks/2/loop_wrap = true
|
||||||
|
tracks/2/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.332842, 0.66857),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [true, false, true]
|
||||||
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_ivy74"]
|
||||||
|
resource_name = "primary_attack_left"
|
||||||
|
length = 0.750008
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"attack"]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
|
||||||
|
}
|
||||||
|
tracks/2/type = "value"
|
||||||
|
tracks/2/imported = false
|
||||||
|
tracks/2/enabled = true
|
||||||
|
tracks/2/path = NodePath("Hitbox/CollisionShape3D:disabled")
|
||||||
|
tracks/2/interp = 1
|
||||||
|
tracks/2/loop_wrap = true
|
||||||
|
tracks/2/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.332842, 0.66857),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [true, false, true]
|
||||||
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_x7uye"]
|
||||||
|
resource_name = "primary_attack_right"
|
||||||
|
length = 0.750008
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"attack"]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
|
||||||
|
}
|
||||||
|
tracks/2/type = "value"
|
||||||
|
tracks/2/imported = false
|
||||||
|
tracks/2/enabled = true
|
||||||
|
tracks/2/path = NodePath("Hitbox/CollisionShape3D:disabled")
|
||||||
|
tracks/2/interp = 1
|
||||||
|
tracks/2/loop_wrap = true
|
||||||
|
tracks/2/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.332842, 0.66857),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [true, false, true]
|
||||||
|
}
|
||||||
|
|
||||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_6tj5r"]
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_6tj5r"]
|
||||||
_data = {
|
_data = {
|
||||||
&"RESET": SubResource("Animation_ch8ic"),
|
&"RESET": SubResource("Animation_ch8ic"),
|
||||||
@@ -522,7 +705,12 @@ _data = {
|
|||||||
&"idle_front_walk": SubResource("Animation_31nry"),
|
&"idle_front_walk": SubResource("Animation_31nry"),
|
||||||
&"idle_left": SubResource("Animation_fpvxl"),
|
&"idle_left": SubResource("Animation_fpvxl"),
|
||||||
&"idle_left_walk": SubResource("Animation_1870e"),
|
&"idle_left_walk": SubResource("Animation_1870e"),
|
||||||
&"primary_attack": SubResource("Animation_ruc6s")
|
&"idle_right": SubResource("Animation_ni60h"),
|
||||||
|
&"idle_right_walk": SubResource("Animation_7hf3j"),
|
||||||
|
&"primary_attack": SubResource("Animation_ruc6s"),
|
||||||
|
&"primary_attack_back": SubResource("Animation_djeua"),
|
||||||
|
&"primary_attack_left": SubResource("Animation_ivy74"),
|
||||||
|
&"primary_attack_right": SubResource("Animation_x7uye")
|
||||||
}
|
}
|
||||||
|
|
||||||
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_53wuj"]
|
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_53wuj"]
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=128 format=3 uid="uid://bjg8wyvp8q6oc"]
|
[gd_scene load_steps=133 format=3 uid="uid://bjg8wyvp8q6oc"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://cvr1qimxpignl" path="res://src/enemy/EnemyModelView2D.cs" id="1_o4cc2"]
|
[ext_resource type="Script" uid="uid://cvr1qimxpignl" path="res://src/enemy/EnemyModelView2D.cs" id="1_o4cc2"]
|
||||||
[ext_resource type="Texture2D" uid="uid://clpqh2pyqljkn" path="res://src/enemy/enemy_types/02. michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (1).png" id="2_3g180"]
|
[ext_resource type="Texture2D" uid="uid://clpqh2pyqljkn" path="res://src/enemy/enemy_types/02. michael/animations/IDLE_WALK/BACK/Michael_Walk_Idle_Back (1).png" id="2_3g180"]
|
||||||
@@ -524,6 +524,66 @@ tracks/1/keys = {
|
|||||||
"values": [&"idle_left_walk"]
|
"values": [&"idle_left_walk"]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_tbydq"]
|
||||||
|
resource_name = "idle_right"
|
||||||
|
length = 1.91667
|
||||||
|
loop_mode = 1
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
|
||||||
|
"times": PackedFloat32Array(0, 0.0833333, 0.166667, 0.25, 0.333333, 0.416667, 0.5, 0.583333, 0.666666, 0.75, 0.833333, 0.916666, 1, 1.08333, 1.16667, 1.25, 1.33333, 1.41667, 1.5, 1.58333, 1.66667, 1.75, 1.83333),
|
||||||
|
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22]
|
||||||
|
}
|
||||||
|
tracks/1/type = "value"
|
||||||
|
tracks/1/imported = false
|
||||||
|
tracks/1/enabled = true
|
||||||
|
tracks/1/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:animation")
|
||||||
|
tracks/1/interp = 1
|
||||||
|
tracks/1/loop_wrap = true
|
||||||
|
tracks/1/keys = {
|
||||||
|
"times": PackedFloat32Array(0),
|
||||||
|
"transitions": PackedFloat32Array(1),
|
||||||
|
"update": 1,
|
||||||
|
"values": [&"idle_left_walk"]
|
||||||
|
}
|
||||||
|
|
||||||
|
[sub_resource type="Animation" id="Animation_3eot4"]
|
||||||
|
resource_name = "idle_right_walk"
|
||||||
|
length = 1.91667
|
||||||
|
loop_mode = 1
|
||||||
|
step = 0.0833333
|
||||||
|
tracks/0/type = "value"
|
||||||
|
tracks/0/imported = false
|
||||||
|
tracks/0/enabled = true
|
||||||
|
tracks/0/path = NodePath("Sprite3D/SubViewportContainer/SubViewport/AnimatedSprite:frame")
|
||||||
|
tracks/0/interp = 1
|
||||||
|
tracks/0/loop_wrap = true
|
||||||
|
tracks/0/keys = {
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