feat: implemented damage to enemies
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70696db134
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2cd1cba04f
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@ -37,10 +37,12 @@ int HealthStatus::get_health() const {
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}
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void HealthStatus::damage(int amount) {
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amount = Math::abs(amount);
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this->health -= amount;
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emit_signal(sig_health_changed, this->health, -amount);
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if (this->health <= 0) {
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emit_signal(sig_death);
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if (this->health > 0) {
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amount = Math::abs(amount);
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this->health -= amount;
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emit_signal(sig_health_changed, this->health, -amount);
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if (this->health <= 0) {
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emit_signal(sig_death);
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}
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}
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}
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24
modules/wave_survival/hitbox.cpp
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24
modules/wave_survival/hitbox.cpp
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@ -0,0 +1,24 @@
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#include "hitbox.h"
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#include "health_status.h"
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#include "macros.h"
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void Hitbox::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, health, PROPERTY_HINT_NODE_TYPE, "HealthStatus");
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BIND_PROPERTY(Variant::FLOAT, damage_modifier);
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}
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void Hitbox::set_health(HealthStatus *value) {
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this->health = value;
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}
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HealthStatus *Hitbox::get_health() const {
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return this->health;
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}
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void Hitbox::set_damage_modifier(float value) {
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this->damage_modifier = value;
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}
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float Hitbox::get_damage_modifier() const {
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return this->damage_modifier;
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}
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22
modules/wave_survival/hitbox.h
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22
modules/wave_survival/hitbox.h
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@ -0,0 +1,22 @@
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#ifndef HITBOX_H
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#define HITBOX_H
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#include "scene/3d/physics/area_3d.h"
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class HealthStatus;
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class Hitbox : public Area3D {
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GDCLASS(Hitbox, Area3D);
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static void _bind_methods();
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public:
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void set_health(HealthStatus *value);
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HealthStatus *get_health() const;
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void set_damage_modifier(float value);
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float get_damage_modifier() const;
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private:
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HealthStatus *health{ nullptr };
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float damage_modifier{ 1.f };
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};
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#endif // !HITBOX_H
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@ -1,4 +1,6 @@
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#include "hitscan_muzzle.h"
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#include "health_status.h"
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#include "hitbox.h"
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#include "macros.h"
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#include "scene/resources/packed_scene.h"
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@ -8,12 +10,35 @@ void HitscanMuzzle::_bind_methods() {
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BIND_PROPERTY(Variant::INT, ray_count);
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}
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void HitscanMuzzle::instantiate_impact_effect() {
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if (get_collider() == nullptr) {
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return;
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}
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Node *effect_as_node{ this->impact_effect->instantiate() };
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if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
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get_tree()->get_current_scene()->add_child(effect);
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Vector3 const point{ get_collision_point() };
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Vector3 const normal{ get_collision_normal() };
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Vector3 const position{ get_global_position() };
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effect->look_at_from_position(point, point + normal, (point - position).normalized());
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} else if (effect_as_node) {
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effect_as_node->queue_free();
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}
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}
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void HitscanMuzzle::try_deal_damage() {
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if (Hitbox * hitbox{ cast_to<Hitbox>(get_collider()) }) {
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hitbox->get_health()->damage(this->damage * hitbox->get_damage_modifier());
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}
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}
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void HitscanMuzzle::ready() {
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this->home_transform = get_transform();
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this->impact_effect = ResourceLoader::load("res://objects/effects/bullet_impact.tscn");
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if (!this->impact_effect.is_valid()) {
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print_error("HitscanMuzzle::ready: impact effect is invalid");
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}
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set_enabled(false);
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}
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void HitscanMuzzle::_notification(int what) {
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@ -30,19 +55,13 @@ void HitscanMuzzle::_notification(int what) {
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}
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void HitscanMuzzle::shoot() {
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set_transform(this->home_transform);
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rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
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rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
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force_raycast_update();
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Node *effect_as_node{ this->impact_effect->instantiate() };
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if (Node3D * effect{ cast_to<Node3D>(effect_as_node) }) {
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get_tree()->get_current_scene()->add_child(effect);
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Vector3 const point{ get_collision_point() };
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Vector3 const normal{ get_collision_normal() };
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Vector3 const position{ get_global_position() };
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effect->look_at_from_position(point, point + normal, (point - position).normalized());
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} else if (effect_as_node) {
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effect_as_node->queue_free();
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for (int i{ this->ray_count }; i > 0; --i) {
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set_transform(this->home_transform);
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rotate_object_local(Vector3(0.f, 1.f, 0.f), Math::random(-Math::PI, Math::PI));
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rotate_object_local(Vector3(1.f, 0.f, 0.f), Math::random(0.f, this->spread));
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force_raycast_update();
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instantiate_impact_effect();
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try_deal_damage();
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}
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}
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@ -6,6 +6,8 @@
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class HitscanMuzzle : public RayCast3D {
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GDCLASS(HitscanMuzzle, RayCast3D);
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static void _bind_methods();
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void instantiate_impact_effect();
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void try_deal_damage();
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void ready();
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public:
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@ -4,6 +4,7 @@
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#include "wave_survival/enemies/enemy_wretched.h"
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/hitbox.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/patrol_path.h"
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@ -39,6 +40,7 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(WretchedChaseState);
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GDREGISTER_CLASS(WretchedAttackState);
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GDREGISTER_CLASS(PlayerDetector);
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GDREGISTER_CLASS(Hitbox);
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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@ -1,13 +1,63 @@
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[gd_scene load_steps=3 format=3 uid="uid://dqlqgk1veyos8"]
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[gd_scene load_steps=7 format=3 uid="uid://dqlqgk1veyos8"]
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[ext_resource type="PackedScene" uid="uid://7esw31b76x4" path="res://assets/models/base_character.blend" id="1_qot2n"]
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[sub_resource type="GDScript" id="GDScript_qot2n"]
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script/source = "extends EnemyWretched
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func _on_health_status_death() -> void:
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queue_free();
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"
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[sub_resource type="BoxShape3D" id="BoxShape3D_qot2n"]
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size = Vector3(0.37524414, 0.64245605, 0.38867188)
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[sub_resource type="BoxShape3D" id="BoxShape3D_ei3ai"]
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size = Vector3(0.24902344, 0.42858887, 0.2619629)
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_sivli"]
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size = Vector3(0.2770996, 1.5324097, 0.29003906)
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[node name="EnemyWretched" type="EnemyWretched"]
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script = SubResource("GDScript_qot2n")
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[node name="base_character" parent="." instance=ExtResource("1_qot2n")]
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[node name="SpineAttach" type="BoneAttachment3D" parent="base_character/Character/Skeleton3D" index="0"]
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transform = Transform3D(1, -2.2202515e-16, 2.1910396e-16, 2.1910385e-16, 0.9999122, 0.0132439565, -2.2202522e-16, -0.013243958, 0.99991226, -4.125641e-17, 1.1546817, -0.002712473)
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bone_name = "spine.002"
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bone_idx = 3
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[node name="Hitbox" type="Hitbox" parent="base_character/Character/Skeleton3D/SpineAttach" node_paths=PackedStringArray("health")]
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transform = Transform3D(1, 2.1910389e-16, -2.2202524e-16, -2.2202514e-16, 0.9999124, -0.013243958, 2.1910394e-16, 0.01324396, 0.9999123, -2.1234107e-16, -1.1546164, -0.012580322)
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collision_layer = 2
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collision_mask = 0
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monitoring = false
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health = NodePath("../../../../../HealthStatus")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="base_character/Character/Skeleton3D/SpineAttach/Hitbox"]
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transform = Transform3D(1, -2.2202515e-16, 2.1910396e-16, 2.1910385e-16, 0.9999122, 0.0132439565, -2.2202522e-16, -0.013243958, 0.99991226, 0.0023498535, 1.1967317, -0.0032694251)
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shape = SubResource("BoxShape3D_qot2n")
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[node name="HeadAttach" type="BoneAttachment3D" parent="base_character/Character/Skeleton3D" index="1"]
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transform = Transform3D(1, -2.2186812e-16, 2.1319257e-16, 2.1319253e-16, 0.99920464, 0.039866537, -2.2186821e-16, -0.03986654, 0.99920475, -1.3069546e-16, 1.5574795, -0.00406873)
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bone_name = "Neck"
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bone_idx = 5
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[node name="Hitbox" type="Hitbox" parent="base_character/Character/Skeleton3D/HeadAttach" node_paths=PackedStringArray("health")]
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transform = Transform3D(1, 2.1910389e-16, -2.2202524e-16, -2.2202514e-16, 0.9999124, -0.013243958, 2.1910394e-16, 0.01324396, 0.9999123, -2.1234107e-16, -1.1546164, -0.012580322)
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collision_layer = 2
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collision_mask = 0
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monitoring = false
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health = NodePath("../../../../../HealthStatus")
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damage_modifier = 2.0
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[node name="CollisionShape3D" type="CollisionShape3D" parent="base_character/Character/Skeleton3D/HeadAttach/Hitbox"]
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transform = Transform3D(1, -2.2202515e-16, 2.1910393e-16, 2.1910723e-16, 0.9999161, 0.013243863, -2.2202641e-16, -0.013243858, 0.9999161, -7.644832e-17, 1.3035276, -0.01432839)
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shape = SubResource("BoxShape3D_ei3ai")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CapsuleShape3D_ng1ul")
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@ -22,3 +72,22 @@ path_desired_distance = 0.25
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[node name="PlayerDetector" type="PlayerDetector" parent="."]
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unique_name_in_owner = true
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transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 1.4599279, 0)
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[node name="HealthStatus" type="HealthStatus" parent="."]
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unique_name_in_owner = true
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health = 2
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[node name="Hitbox" type="Hitbox" parent="." node_paths=PackedStringArray("health")]
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transform = Transform3D(1, 2.1910389e-16, -2.2202524e-16, -2.2202514e-16, 0.9999124, -0.013243958, 2.1910394e-16, 0.01324396, 0.9999123, 6.209e-17, 0.097789526, 0.004007945)
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collision_layer = 2
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collision_mask = 0
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monitoring = false
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health = NodePath("../HealthStatus")
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[node name="CollisionShape3D2" type="CollisionShape3D" parent="Hitbox"]
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transform = Transform3D(1, 4.2740422e-21, 0, 6.2038546e-25, 1.0000037, 0, 0, 0, 1.0000037, -2.2362305e-16, 0.68298185, -0.013339132)
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shape = SubResource("BoxShape3D_sivli")
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[connection signal="death" from="HealthStatus" to="." method="_on_health_status_death"]
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[editable path="base_character"]
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@ -22,6 +22,8 @@ bone_idx = 39
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 0.99999833, -0.0017453281, 0, 0.0017453281, 0.99999833, 1.4540284e-26, 0, 0.027612558)
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target_position = Vector3(0, 100, 0)
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collision_mask = 2
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collide_with_areas = true
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spread = 0.003
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[node name="AnimationPlayer" parent="rifle" index="1"]
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@ -72,5 +72,5 @@ switch_weapon={
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3d_render/layer_1="Default"
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3d_render/layer_2="FirstPerson"
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3d_physics/layer_1="Movement"
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3d_physics/layer_2="Hit"
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3d_physics/layer_1="General"
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3d_physics/layer_2="Precision"
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