extends CharacterBody3D const SPEED = 2.5 const JUMP_VELOCITY = 3.5 var walk_animation_time = 0 var face_rotation = null var face_left = false var combatable = true var iframes = 0 var knockback_time = 0 var health = 100 var current_weapon = "test_sword" enum { STATE_IDLE, STATE_APPROACH_ENEMY, STATE_CHARGE_ATTACK, STATE_ATTACK } @onready var game = get_parent() @onready var player = game.get_node("Player") @onready var navigation_agent: NavigationAgent3D = $Navigator func hit_me(): iframes = 0.5 health -= 10 func get_my_weapon_info(value: String): return get_weapon_info(current_weapon, value) func get_weapon_info(weapon: String, value: String): if value in Global.weapons[weapon]: return Global.weapons[weapon][value] else: return null func on_hit(hitter: Node3D = null) -> void: iframes = 0.8 if hitter: knockback_time = 0.25 velocity += hitter.global_position.direction_to(global_position) * 8 velocity.y = 0 func _ready() -> void: $DreamerBody.look_at(game.get_node("PlayerCamera").global_position) $DreamerBody.rotation.x = 0 face_rotation = $DreamerBody.rotation.y func _process(delta: float) -> void: if iframes > 0: iframes -= delta $DreamerBody/Body.modulate.a = 0.5 else: $DreamerBody/Body.modulate.a = 1 if knockback_time > 0: knockback_time -= delta func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta var viewport_half = (get_viewport().get_visible_rect().size / 2.0) var player_position = Vector2.ZERO #camera.unproject_position(global_transform.origin) if face_left: $DreamerBody.rotation.y = face_rotation + deg_to_rad(180) $DreamerBody/Animator.set("parameters/layering/blend_amount", 1.0) else: $DreamerBody.rotation.y = face_rotation $DreamerBody/Animator.set("parameters/layering/blend_amount", 0.0) var mouse_point_angle = player_position.angle_to_point(get_viewport().get_mouse_position()) if combatable: #$DreamerBody/Body/ArmPivot.rotation.z = mouse_point_angle $HitCollision.rotation.y = -mouse_point_angle + face_rotation if abs(rad_to_deg(mouse_point_angle) - (-90)) < 50: $HitCollision/Shape.shape.size.x = 1.5 else: $HitCollision/Shape.shape.size.x = 1.2 if (rad_to_deg(mouse_point_angle) < -90) or (rad_to_deg(mouse_point_angle) > 90): face_left = true var mouse_pos = get_viewport().get_mouse_position() mouse_pos.y = (viewport_half.y) + ((viewport_half.y) - mouse_pos.y) #$DreamerBody/Body/ArmPivot.rotation.z = viewport_half.angle_to_point(mouse_pos) else: face_left = false $DreamerBody/Body/ArmPivot.scale.y = 1 $DreamerBody/Body/ArmPivot.scale.x = 1 else: $DreamerBody/Body/ArmPivot.global_rotation.y = face_rotation $DreamerBody/Body/ArmPivot.scale.y = 1 $DreamerBody/Body/ArmPivot.scale.x = 1 $DreamerBody/Body/ArmPivot.rotation.z = 0 if false: velocity.y = JUMP_VELOCITY $DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) navigation_agent.set_target_position(player.global_position) var next_path_position: Vector3 = navigation_agent.get_next_path_position() var direction = global_position.direction_to(next_path_position) if direction.x > 0: face_left = false if direction.x < 0: face_left = true if direction and (knockback_time <= 0): velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED $DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length())) else: velocity.x = move_toward(velocity.x, 0, delta * 4) velocity.z = move_toward(velocity.z, 0, delta * 4) $DreamerBody/Animator.set("parameters/walk/blend_amount", 0) if direction and is_on_floor(): walk_animation_time += delta * 25 $DreamerBody.position.y = sin(walk_animation_time + 1) / 16 $DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16 else: walk_animation_time = 0 $DreamerBody.rotation.z /= 1 + (delta * 2.5) $DreamerBody.position.y /= 1 + (delta * 12) if is_on_floor(): $DreamerBody/Animator.set("parameters/fall/blend_amount", 0) $DreamerBody/Animator.set("parameters/leap/blend_amount", 0) else: if velocity.y < 0: $DreamerBody/Animator.set("parameters/fall/blend_amount", 1) $DreamerBody/Animator.set("parameters/leap/blend_amount", 0) else: $DreamerBody/Animator.set("parameters/fall/blend_amount", 0) $DreamerBody/Animator.set("parameters/leap/blend_amount", 1) move_and_slide() $Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01