feat: implemented damage to enemies

This commit is contained in:
Sara 2025-07-21 20:41:02 +02:00
parent 70696db134
commit 2cd1cba04f
9 changed files with 163 additions and 21 deletions

View file

@ -1,4 +1,6 @@
#include "hitscan_muzzle.h"
#include "health_status.h"
#include "hitbox.h"
#include "macros.h"
#include "scene/resources/packed_scene.h"
@ -8,12 +10,35 @@ void HitscanMuzzle::_bind_methods() {
BIND_PROPERTY(Variant::INT, ray_count);
}
void HitscanMuzzle::instantiate_impact_effect() {
if (get_collider() == nullptr) {
return;
}
Node *effect_as_node{ this->impact_effect->instantiate() };
if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
get_tree()->get_current_scene()->add_child(effect);
Vector3 const point{ get_collision_point() };
Vector3 const normal{ get_collision_normal() };
Vector3 const position{ get_global_position() };
effect->look_at_from_position(point, point + normal, (point - position).normalized());
} else if (effect_as_node) {
effect_as_node->queue_free();
}
}
void HitscanMuzzle::try_deal_damage() {
if (Hitbox * hitbox{ cast_to<Hitbox>(get_collider()) }) {
hitbox->get_health()->damage(this->damage * hitbox->get_damage_modifier());
}
}
void HitscanMuzzle::ready() {
this->home_transform = get_transform();
this->impact_effect = ResourceLoader::load("res://objects/effects/bullet_impact.tscn");
if (!this->impact_effect.is_valid()) {
print_error("HitscanMuzzle::ready: impact effect is invalid");
}
set_enabled(false);
}
void HitscanMuzzle::_notification(int what) {
@ -30,19 +55,13 @@ void HitscanMuzzle::_notification(int what) {
}
void HitscanMuzzle::shoot() {
set_transform(this->home_transform);
rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
force_raycast_update();
Node *effect_as_node{ this->impact_effect->instantiate() };
if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
get_tree()->get_current_scene()->add_child(effect);
Vector3 const point{ get_collision_point() };
Vector3 const normal{ get_collision_normal() };
Vector3 const position{ get_global_position() };
effect->look_at_from_position(point, point + normal, (point - position).normalized());
} else if (effect_as_node) {
effect_as_node->queue_free();
for (int i{ this->ray_count }; i > 0; --i) {
set_transform(this->home_transform);
rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
force_raycast_update();
instantiate_impact_effect();
try_deal_damage();
}
}