Mixamo Warrior-Modell mit Animationen, Zauberstab-Icon und Magier-Skills

- Kenney-Modelle durch Mixamo Warrior (warrior.fbx) für Player und Enemy ersetzt
- Animations-System: Lädt Walking, Strafe, Jump, Autoattack, Heavy Strike, Dying aus separaten FBX-Dateien
- Player: Bewegungsanimationen (walk/strafe/jump) + Kampfanimationen (autoattack/heavy_strike/die)
- Enemy: Walk-Animation für Patrol/Chase, Autoattack-Animation, Death-Animation mit Verzögerung
- Zauberstab-Icon (wand_icon.svg) erstellt und in Magier-Skills verknüpft
- Frostblitz und Zauberstab als klassenspezifische Magier-Skills dokumentiert
- Castbar-System, Gegner-Aggro bei Schaden und Drag&Drop in Dokumentation ergänzt
- Enemy patrouilliert jetzt auch ohne Spieler-Referenz

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Andre 2026-03-15 22:44:31 +01:00
parent 8f0ac2227e
commit 3bdd0780c5
316 changed files with 12327 additions and 12 deletions

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@ -51,21 +51,22 @@ World (Node3D)
Der Spielercharakter mit allen UI-Panels.
```
Player (CharacterBody3D)
├── [Kenney GLB Modell]
├── PlayerModel (warrior.fbx — Mixamo Charakter mit Skeleton + AnimationPlayer)
├── CollisionShape3D
├── CameraPivot (Node3D)
│ └── Camera3D
├── HUD (hud.tscn)
├── CharacterPanel (character_panel.tscn)
├── InventoryPanel (inventory_panel.tscn)
└── LootWindow (loot_window.tscn)
├── LootWindow (loot_window.tscn)
└── SkillPanel (skill_panel.tscn)
```
### enemy.tscn
Ein Gegner mit Level-basiertem Stats-System.
```
Enemy (CharacterBody3D)
├── [Kenney GLB Modell]
├── EnemyModel (warrior.fbx — Mixamo Charakter mit Skeleton + AnimationPlayer)
├── CollisionShape3D
├── Area3D
│ └── CollisionShape3D
@ -292,17 +293,34 @@ Beispiel: Waffe mit 1.5s + 50% Haste → `1.5 / 1.5 = 1.0s`
### Skills
#### Autoattack (Taste 1)
#### Autoattack (Taste 1, Krieger/Schurke)
- **Schaden:** Waffenschaden oder klassenabhängig unbewaffnet + Main-Stat Bonus
- **Cooldown:** GCD (Waffen-Attackspeed / Haste)
- **Reichweite:** Waffen-Reichweite oder 3.0 (unbewaffnet)
- Automatisch per Rechtsklick oder manuell per Taste 1
- **Animation:** autoattack
#### Heavy Strike (Taste 2)
#### Zauberstab (Taste 1, Magier)
- **Schaden:** Waffenschaden + INT (magisch, ignoriert Rüstung)
- **Cooldown:** GCD
- **Reichweite:** 20.0
- Deaktiviert Autoattack, exklusiver Fernkampf-Modus
- **Animation:** autoattack
#### Frostblitz (Taste 2, Magier)
- **Schaden:** 12-20 + INT (magisch)
- **Castzeit:** 1.5 Sekunden (unterbrechbar durch Bewegung/Schaden/Springen)
- **Manakosten:** 20
- **Cooldown:** 2.5 Sekunden
- **Reichweite:** 20.0
- Castbar wird über der Aktionsleiste angezeigt
#### Heavy Strike (Taste 2, Krieger/Schurke)
- **Schaden:** 10-15 + Main-Stat Bonus
- **Cooldown:** 3 Sekunden (eigener Cooldown, löst auch GCD aus)
- **Reichweite:** 4.0
- Aktiviert automatisch Autoattack danach
- **Animation:** heavy_strike
### UI & Icons
- Aktionsleiste mit 9 Slots (Taste 1-9), frei belegbar mit Skills und Consumables
@ -359,6 +377,36 @@ Level-basiert mit automatischer Skalierung:
---
## Animations-System
### Mixamo-Integration
Charaktermodelle stammen von Mixamo (warrior.fbx) und werden mit separaten Animations-FBX-Dateien kombiniert.
**Lade-Prozess (player.gd / enemy.gd):**
1. `_setup_animations()` findet den AnimationPlayer im Modell
2. Jede Animations-FBX wird als PackedScene geladen
3. Die Animation wird extrahiert und der AnimationLibrary hinzugefügt
4. `_update_animation()` wählt basierend auf Bewegungszustand die passende Animation
### Verfügbare Animationen (assets/animations/)
| Animation | Datei | Verwendung |
|---|---|---|
| walk | Walking.fbx | Vorwärts laufen |
| walk_back | Walking Backwards.fbx | Rückwärts laufen |
| strafe_left | Left Strafe Walking.fbx | Links seitwärts |
| strafe_right | Right Strafe Walking.fbx | Rechts seitwärts |
| jump | Jumping.fbx | Springen |
| autoattack | Autoattack.fbx | Autoattack / Zauberstab |
| heavy_strike | Heavy Strike.fbx | Heavy Strike Skill |
| die | Dying Backwards.fbx | Tod (Spieler + Gegner) |
### Offene Punkte
- [ ] Enemy Walk-Animation: Track-Pfade matchen noch nicht korrekt (Debug in Arbeit)
- [ ] Idle-Animation fehlt (kein FBX vorhanden)
- [ ] Cast-Animation fehlt (für Frostblitz)
---
## Geplante Features
- [ ] Wut-Ressource für Krieger
- [ ] Ressourcen-System für Gegner (nicht alle haben Mana)
@ -375,7 +423,10 @@ Level-basiert mit automatischer Skalierung:
## Projektstruktur
```
DungeonCrawler/
├── assets/ # 3D-Modelle (Kenney GLB)
├── assets/ # 3D-Modelle und Animationen
│ ├── models/ # Mixamo Charakter-Modelle (warrior.fbx + Texturen)
│ ├── animations/ # Mixamo Animationen (Walking, Attack, etc.)
│ └── kenney_blocky-characters_20/ # Kenney Block-Chars (nicht mehr aktiv)
├── classes/ # Klassen-Definitionen (.tres)
│ ├── warrior.tres # Krieger (Ressource: NONE)
│ ├── rogue.tres # Schurke (Ressource: ENERGY, 100)
@ -401,7 +452,10 @@ DungeonCrawler/
│ ├── iron_helm_icon.svg
│ ├── wooden_shield_icon.svg
│ ├── hp_potion_icon.svg
│ └── mana_potion_icon.svg
│ ├── mana_potion_icon.svg
│ ├── frostbolt_icon.svg
│ ├── wand_icon.svg
│ └── wooden_staff_icon.svg
├── camera_pivot.gd # Kamera-Script
├── character_class.gd # CharacterClass Resource (inkl. ResourceType)
├── character_panel.gd # Charakter-Panel Script (Icon-Grid)

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Blocky Characters (2.0)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 10-06-2025 11:19
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You can use this content for personal, educational, and commercial purposes.
Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement)
------------------------------
• Website : www.kenney.nl
• Donate : www.kenney.nl/donate
• Patreon : patreon.com/kenney
Follow on social media for updates:
• Twitter: twitter.com/KenneyNL
• BlueSky: kenney.bsky.social
• Instagram: instagram.com/kenney_nl

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