add kick animation by enemy

This commit is contained in:
2026-04-23 18:10:52 +03:00
parent 7475339ddb
commit c201a67bb8
3 changed files with 130 additions and 16 deletions
+41 -13
View File
@@ -45,10 +45,13 @@ var merge_partner: Node = null
var is_upgrading: bool = false
@onready var mesh_node: MeshInstance3D = $BodyMesh
#@onready var mesh_node1: MeshInstance3D = $BodyMesh1
#@onready var mesh_node2: MeshInstance3D = $BodyMesh2
@onready var mesh_node1: MeshInstance3D = $BodyMesh1
@onready var mesh_node2: MeshInstance3D = $BodyMesh2
@onready var anim_player: AnimationPlayer = $AnimationPlayer
var mat: StandardMaterial3D
var type_label: Label3D
var active_mesh: MeshInstance3D
var COLOR_CHASE = Color(1.0, 0.28, 0.18)
@@ -61,7 +64,9 @@ const AIR_FRICTION = 0.86
func _ready() -> void:
process_mode = Node.PROCESS_MODE_PAUSABLE
add_to_group("enemies")
mat = mesh_node.material_override.duplicate() as StandardMaterial3D
active_mesh = mesh_node
var orig := mesh_node.material_override
mat = (orig.duplicate() if orig != null else StandardMaterial3D.new()) as StandardMaterial3D
mesh_node.material_override = mat
#mesh_node1.set_visible(false)
#mesh_node2.set_visible(false)
@@ -123,19 +128,35 @@ func setup(type: String, wave: int) -> void:
_apply_mesh(enemy_level)
func _apply_mesh(level: int) -> void:
var idx := clampi(level, 1, 3)
var mesh_res := load("res://assets/gnome%d.obj" % idx) as Mesh
if mesh_res == null:
var idx := clampi(level, 1, 3)
var scene := load("res://assets/gnome%d.glb" % idx) as PackedScene
if scene == null:
return
var new_mat := StandardMaterial3D.new()
var tex := load("res://assets/gnome%d.png" % idx) as Texture2D
if tex != null:
new_mat.albedo_texture = tex
var root := scene.instantiate()
var src: MeshInstance3D = null
for child in root.get_children():
var mi := child as MeshInstance3D
if mi != null:
src = mi
break
if src == null:
root.queue_free()
return
mesh_node.mesh = src.mesh
var new_mat: StandardMaterial3D
if src.get_surface_override_material(0) != null:
new_mat = src.get_surface_override_material(0).duplicate() as StandardMaterial3D
else:
new_mat = StandardMaterial3D.new()
var tex := load("res://assets/gnome%d.png" % idx) as Texture2D
if tex != null:
new_mat.albedo_texture = tex
new_mat.albedo_color = Color.WHITE
mesh_node.mesh = mesh_res
mesh_node.material_override = new_mat
root.queue_free()
mat = new_mat
COLOR_CHASE = Color.WHITE
active_mesh = mesh_node
func _physics_process(delta: float) -> void:
match state:
@@ -155,6 +176,7 @@ func _chase(delta: float) -> void:
var dist := diff.length()
if dist < 1.0 and contact_timer <= 0.0:
contact_timer = CONTACT_CD
_play_kick_blend()
if target.has_method("take_damage"):
target.take_damage(damage_to_player)
FX.hit_spark(target.global_position + Vector3(0, 0.5, 0), get_parent(), Color(0.95, 0.18, 0.08))
@@ -212,6 +234,7 @@ func _try_enemy_kick() -> void:
nearest_dist = d.length()
nearest_kickable = k
if nearest_kickable != null:
_play_kick_blend()
nearest_kickable.call("receive_kick", kick_dir, 35.0 + kick_tier * 8.0)
FX.hit_spark(nearest_kickable.global_position + Vector3(0, 0.4, 0), get_parent(), Color(1.0, 0.72, 0.1))
kickable_kick_timer = KICKABLE_KICK_COOLDOWN
@@ -233,6 +256,7 @@ func _try_enemy_kick() -> void:
nearest_enemy_dist = d.length()
nearest_enemy = en
if nearest_enemy != null:
_play_kick_blend()
nearest_enemy.call("receive_kick", kick_dir, 40.0 + kick_tier * 10.0)
enemy_kick_timer = ENEMY_KICK_COOLDOWN
return
@@ -242,8 +266,7 @@ func _try_enemy_kick() -> void:
if to_player.length() < ENEMY_KICK_RANGE:
var player_toughness: int = target.get("toughness_tier") if target.get("toughness_tier") != null else 0
if player_toughness < kick_tier:
# light kick
# target.call("receive_kick", kick_dir, 12.0 + kick_tier * 10.0)
_play_kick_blend()
target.call("receive_kick", kick_dir, 35.0 + kick_tier * 8.0)
FX.hit_spark(target.global_position + Vector3(0, 0.5, 0), get_parent(), Color(0.95, 0.18, 0.08))
enemy_kick_timer = ENEMY_KICK_COOLDOWN
@@ -381,6 +404,11 @@ func _take_hit(dmg: int) -> void:
if health <= 0:
_die()
func _play_kick_blend() -> void:
if anim_player != null and anim_player.has_animation("kick"):
anim_player.stop()
anim_player.play("kick")
func _wall_impact_effect() -> void:
var tw := create_tween()
tw.tween_property(mat, "albedo_color", Color.WHITE, 0.04)