Additional refactoring and fixing of equipment data

Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
This commit is contained in:
2025-10-23 00:05:44 -07:00
parent f0c4e65783
commit bc161a58b3
73 changed files with 641 additions and 641 deletions

View File

@@ -25,7 +25,7 @@ public abstract partial class Enemy2D : Enemy
public override void _PhysicsProcess(double delta)
{
_enemyModelView.SetCurrentDirection(GlobalBasis, -_player.CurrentBasis.Z);
_enemyModelView.SetCurrentDirection(GlobalBasis, -_player.GlobalBasis.Z);
}
protected void PlayerDetector_BodyEntered(Node3D node)
@@ -53,15 +53,15 @@ public abstract partial class Enemy2D : Enemy
protected void EngagePlayerBehavior_TakeAction() => EnemyModelView.PlayPrimaryAttackAnimation();
protected void EngagePlayerBehavior_AcquireTarget() => LookAt(new Vector3(_player.CurrentPosition.X, GlobalPosition.Y, _player.CurrentPosition.Z), Vector3.Up, true);
protected void EngagePlayerBehavior_AcquireTarget() => LookAt(new Vector3(_player.GlobalPosition.X, GlobalPosition.Y, _player.GlobalPosition.Z), Vector3.Up, true);
private void LineOfSight_BodyEntered(Node3D body)
{
var overlappingBodies = LineOfSight.GetOverlappingBodies();
foreach (var _ in overlappingBodies)
{
if (Raycast.GlobalPosition != _player.CurrentPosition)
Raycast.LookAt(_player.CurrentPosition, Vector3.Up);
if (Raycast.GlobalPosition != _player.GlobalPosition)
Raycast.LookAt(_player.GlobalPosition, Vector3.Up);
Raycast.ForceRaycastUpdate();
if (Raycast.IsColliding())
{