add attacks and death
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+24
-1
@@ -20,6 +20,12 @@ properties/1/replication_mode = 1
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properties/2/path = NodePath(".:server_rotation")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/3/path = NodePath("RotationBase/Attack:visible")
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properties/3/spawn = true
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properties/3/replication_mode = 1
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properties/4/path = NodePath(".:dead")
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properties/4/spawn = true
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properties/4/replication_mode = 1
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
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properties/0/path = NodePath("Input:direction")
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@@ -77,6 +83,7 @@ unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
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[node name="Collider" type="CollisionShape3D" parent="."]
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unique_name_in_owner = true
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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_j6tb3")
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@@ -105,8 +112,9 @@ transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
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mesh = SubResource("SphereMesh_1gltg")
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[node name="Attack" type="Area3D" parent="RotationBase"]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.75)
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monitoring = false
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visible = false
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monitorable = false
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[node name="CollisionShape3D" type="CollisionShape3D" parent="RotationBase/Attack"]
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@@ -117,6 +125,19 @@ transparency = 0.8
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mesh = SubResource("BoxMesh_phaav")
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surface_material_override/0 = SubResource("StandardMaterial3D_ssauw")
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[node name="AttackTimer" type="Timer" parent="RotationBase/Attack"]
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unique_name_in_owner = true
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process_callback = 0
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wait_time = 0.35
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one_shot = true
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[node name="AttackCooldown" type="Timer" parent="RotationBase/Attack"]
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unique_name_in_owner = true
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process_callback = 0
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wait_time = 2.0
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one_shot = true
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autostart = true
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[node name="FloatingCamera" type="Node" parent="."]
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[node name="CameraPlatform" type="Node3D" parent="FloatingCamera"]
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@@ -154,3 +175,5 @@ unique_name_in_owner = true
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script = ExtResource("9_nqccg")
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[connection signal="delta_synchronized" from="Sync" to="." method="_on_sync_delta_synchronized"]
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[connection signal="body_entered" from="RotationBase/Attack" to="StateMachine/Lunge" method="_on_attack_body_entered"]
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[connection signal="body_exited" from="RotationBase/Attack" to="StateMachine/Lunge" method="_on_attack_body_exited"]
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