monster spawner and moving to the camera direction

This commit is contained in:
Luca 2024-09-16 19:58:43 +02:00
parent 8c29b8bffd
commit b20f3b5124
821 changed files with 1611 additions and 1409 deletions

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extends Node3D
## Emitted when Gobot's feet hit the ground will running.
signal foot_step
## Gobot's MeshInstance3D model.
@export var gobot_model: MeshInstance3D
## Determines whether blinking is enabled or disabled.
@export var blink = true : set = _set_blink
@export var _left_eye_mat_override: String
@export var _right_eye_mat_override: String
@export var _open_eye: CompressedTexture2D
@export var _close_eye: CompressedTexture2D
@onready var _animation_tree: AnimationTree = %AnimationTree
@onready var _state_machine: AnimationNodeStateMachinePlayback = _animation_tree.get(
"parameters/StateMachine/playback"
)
@onready var _flip_shot_path: String = "parameters/FlipShot/request"
@onready var _hurt_shot_path: String = "parameters/HurtShot/request"
@onready var _blink_timer = %BlinkTimer
@onready var _closed_eyes_timer = %ClosedEyesTimer
@onready var _left_eye_mat: StandardMaterial3D = gobot_model.get(_left_eye_mat_override)
@onready var _right_eye_mat: StandardMaterial3D = gobot_model.get(_right_eye_mat_override)
func _ready():
_blink_timer.connect(
"timeout",
func():
_left_eye_mat.albedo_texture = _close_eye
_right_eye_mat.albedo_texture = _close_eye
_closed_eyes_timer.start(0.2)
)
_closed_eyes_timer.connect(
"timeout",
func():
_left_eye_mat.albedo_texture = _open_eye
_right_eye_mat.albedo_texture = _open_eye
_blink_timer.start(randf_range(1.0, 8.0))
)
func _set_blink(state: bool):
if blink == state:
return
blink = state
if blink:
_blink_timer.start(0.2)
#else:
#_blink_timer.stop()
#_closed_eyes_timer.stop()
## Sets the model to a neutral, action-free state.
func idle():
_state_machine.travel("Idle")
## Sets the model to a running animation or forward movement.
func run():
_state_machine.travel("Run")
## Sets the model to an upward-leaping animation, simulating a jump.
func jump():
_state_machine.travel("Jump")
## Sets the model to a downward animation, imitating a fall.
func fall():
_state_machine.travel("Fall")
## Sets the model to an edge-grabbing animation.
func edge_grab():
_state_machine.travel("EdgeGrab")
## Sets the model to a wall-sliding animation.
func wall_slide():
_state_machine.travel("WallSlide")
## Plays a one-shot front-flip animation.
## This animation does not play in parallel with other states.
func flip():
_animation_tree.set(_flip_shot_path, true)
## Makes a victory sign.
func victory_sign():
_state_machine.travel("VictorySign")
## Plays a one-shot hurt animation.
## This animation plays in parallel with other states.
func hurt():
_animation_tree.set(_hurt_shot_path, true)
var tween := create_tween().set_ease(Tween.EASE_OUT)
tween.tween_property(self, "scale", Vector3(1.2, 0.8, 1.2), 0.1)
tween.tween_property(self, "scale", Vector3.ONE, 0.2)

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extends Node3D
@onready var _animation_tree: AnimationTree = %AnimationTree
@onready var _hurt_shot_path: String = "parameters/HurtShot/request"
## Play a OneShot hurt animation.
## This animation is played in paralel with other states.
func hurt():
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compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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