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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[gd_resource type="Resource" script_class="MonsterStats" load_steps=3 format=3 uid="uid://ym438vedcdyl"]
[ext_resource type="Script" path="res://resources/monster.gd" id="1_47qp4"]
[ext_resource type="Texture2D" uid="uid://b6ylra30qxf30" path="res://assets/logo/logo.png" id="2_8r754"]
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script = ExtResource("1_47qp4")
thumbnail = ExtResource("2_8r754")
name = "Debug Monster 1"
health = 110
attack_value = 12
defense_value = 15
speed_value = 8

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[gd_resource type="Resource" script_class="MonsterStats" load_steps=3 format=3 uid="uid://br8opay3hdptg"]
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script = ExtResource("1_saexp")
health = 100
thumbnail = ExtResource("2_3x4e0")
name = "Debug Monster 2"
attack_value = 10
defense_value = 10
speed_value = 10

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name = "Debug Monster 3"
health = 120
attack_value = 13
defense_value = 18
speed_value = 30

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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():
_animation_tree.set(_hurt_shot_path, true)

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class_name MonsterStats
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