added fixed dash targets and can dash towards enemies to hit them, get a knockback or dash through if killed
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This commit is contained in:
2026-01-21 16:46:20 +01:00
parent fb78add739
commit db49703326
19 changed files with 370 additions and 60 deletions

View File

@@ -11,7 +11,8 @@ public partial class Enemy : CharacterBody3D,
IMoveable,
ISpawnable,
IKnockbackable,
ITargetable
ITargetable,
IStunnable
{
// Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken;
@@ -44,10 +45,15 @@ public partial class Enemy : CharacterBody3D,
public IMoveable CMovement { get; set; }
// Public stuff
public float CurrentHealth { get; set; }
public float CurrentHealth
{
get => CHealth.CurrentHealth;
set => CHealth.CurrentHealth = value;
}
// Private stuff
private Area3D _damageBox;
private Node3D _target;
public override void _Ready()
{
@@ -58,6 +64,7 @@ public partial class Enemy : CharacterBody3D,
public void Initialize()
{
_damageBox = GetNode<Area3D>("DamageBox");
_target = GetNode<Node3D>("CTarget");
CDamageable = GetNode<Node>("CDamageable") as IDamageable;
CMovement = GetNode<Node>("CMovement") as IMoveable;
@@ -106,6 +113,8 @@ public partial class Enemy : CharacterBody3D,
public void ProcessGameplay(double delta)
{
if (IsStunned) return;
var bodies = _damageBox.GetOverlappingBodies();
foreach (var body in bodies)
{
@@ -130,6 +139,14 @@ public partial class Enemy : CharacterBody3D,
return finalDamage;
}
public DamageRecord ComputeDamage(DamageRecord damageRecord)
{
if (CDamageable is null)
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
return CDamageable.ComputeDamage(damageRecord);
}
public void ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
if (CHealth is null) return;
@@ -160,8 +177,22 @@ public partial class Enemy : CharacterBody3D,
public Vector3 GetTargetGlobalPosition()
{
var target = GetNode<Node3D>("CTarget");
if (target is null) return GlobalPosition;
return target.GlobalPosition;
if (_target is null) return GlobalPosition;
return _target.GlobalPosition;
}
// Stun management
public bool IsStunned { get; set; } = false;
[Export(PropertyHint.Range, "0.1, 2, 0.1, or_greater")]
public float StunDuration { get; set; } = 1f;
public void Stun()
{
IsStunned = true;
GetTree().CreateTimer(StunDuration).Timeout += Unstun;
}
public void Unstun()
{
IsStunned = false;
}
}