added a parry button and animation that lets player chose their enemy hit behaviour
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This commit is contained in:
2026-01-30 13:19:28 +01:00
parent cc973b9f0d
commit 3525f0e3eb
9 changed files with 488 additions and 52 deletions

View File

@@ -11,6 +11,11 @@ public partial class HeadSystem : Node3D
public delegate void HitboxActivatedEventHandler();
[Signal]
public delegate void HitboxDeactivatedEventHandler();
[Signal]
public delegate void ParryboxActivatedEventHandler();
[Signal]
public delegate void ParryboxDeactivatedEventHandler();
[Signal]
public delegate void HitTargetEventHandler();
@@ -80,6 +85,8 @@ public partial class HeadSystem : Node3D
[ExportGroup("First Person rig")]
private Node3D _fpRig;
private Node3D _rightHandedWeapon;
private Node3D _leftHandedWeapon;
private Node3D _fpDisplacedRig;
private Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -110,6 +117,8 @@ public partial class HeadSystem : Node3D
_animationTree = GetNode<AnimationTree>("AnimationTree");
_fpRig = GetNode<Node3D>("FPRig");
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
@@ -133,6 +142,10 @@ public partial class HeadSystem : Node3D
{
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnParry()
{
_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnStartDeathAnimation()
{
_isPlayingForcingAnim = true;
@@ -162,6 +175,15 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
public void OnParryboxActivated()
{
EmitSignalHitboxActivated();
}
public void OnParryboxDeactivated()
{
EmitSignalHitboxDeactivated();
}
private bool _footstepEmitted;
private bool _isPlayingForcingAnim;
@@ -300,11 +322,11 @@ public partial class HeadSystem : Node3D
public void HideWeapon()
{
_fpRig.Visible = false;
_rightHandedWeapon.Visible = false;
}
public void ShowWeapon()
{
_fpRig.Visible = true;
_rightHandedWeapon.Visible = true;
}
public float ComputeCameraInclineFactor(Vector3 direction)