extends CharacterBody3D const SPEED = 2.5 const JUMP_VELOCITY = 3.5 var walk_animation_time = 0 var face_rotation = 0 var face_left = false var combatable = true var iframes := 0.0 var knockback_time := 0.0 var health := 100.0 var current_weapon := "basic_sword" enum { STATE_IDLE, STATE_APPROACH_ENEMY, STATE_CHARGE_ATTACK, STATE_ATTACK, STATE_HIT, STATE_DEAD, } var state = STATE_APPROACH_ENEMY var state_timer := 0.0 @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_knockback(hitter: Node3D = null) -> void: state = STATE_HIT state_timer = 0.5 func _ready() -> void: $DreamerBody/Animator.set("parameters/hold_weapon/blend_amount", 1.0) $DreamerBody.set_inhand(current_weapon) func _process(delta: float) -> void: $DreamerBody.rotation.x = 0 face_rotation = player.face_rotation 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 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) var direction = Vector3.ZERO state_timer -= delta if state == STATE_APPROACH_ENEMY: navigation_agent.set_target_position(player.global_position) var next_path_position: Vector3 = navigation_agent.get_next_path_position() direction = global_position.direction_to(next_path_position) if (player.global_position - global_position).length() < 1: state = STATE_CHARGE_ATTACK state_timer = 1 $DreamerBody/Animator.set("parameters/charge_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) elif state == STATE_CHARGE_ATTACK: $HitCollision.look_at(player.global_position) $HitCollision.rotation.x = 0 if state_timer <= 0: state = STATE_ATTACK $DreamerBody/Animator.set("parameters/swing_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) var slash = Global.effects.attack_swooshy.slash.instantiate() game.add_child(slash) slash.global_position = global_position slash.global_rotation.y = $HitCollision.global_rotation.y + deg_to_rad(90) slash.play_effect() if player in $HitCollision.get_overlapping_bodies(): if player.iframes <= 0: player.health -= 20 player.on_hit(self) state_timer = 0.5 elif state == STATE_ATTACK: if state_timer <= 0: state = STATE_APPROACH_ENEMY elif state == STATE_HIT: $DreamerBody/Animator.set("parameters/charge_weapon/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT) $DreamerBody/Animator.set("parameters/hit/blend_amount", 1.0) $DreamerBody/Animator.set("parameters/dead/blend_amount", 0.0) if health <= 0: if (state_timer <= 0) or is_on_floor(): state = STATE_DEAD elif state_timer <= 0: $DreamerBody/Animator.set("parameters/hit/blend_amount", 0.0) state = STATE_APPROACH_ENEMY elif state == STATE_DEAD: if is_on_floor(): $DreamerBody/Animator.set("parameters/dead/blend_amount", 1.0) else: $DreamerBody/Animator.set("parameters/dead/blend_amount", 0.0) var camera_right = game.get_node("PlayerCamera").global_transform.basis.x if typeof(camera_right) == TYPE_VECTOR3: var dot_direction = direction.dot(camera_right) if dot_direction > 0: face_left = false if dot_direction < 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