add new aninmations
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19 changed files with 340 additions and 0 deletions
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assets/Warrior+Animation/castle_guard_01.fbx
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assets/Warrior+Animation/castle_guard_01.fbx
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assets/Warrior+Animation/idle.fbx
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assets/Warrior+Animation/idle.fbx
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assets/Warrior+Animation/jump.fbx
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assets/Warrior+Animation/jump.fbx
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assets/Warrior+Animation/left strafe walking.fbx
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assets/Warrior+Animation/left strafe walking.fbx
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assets/Warrior+Animation/left strafe.fbx
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assets/Warrior+Animation/left strafe.fbx
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assets/Warrior+Animation/left turn 90.fbx
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assets/Warrior+Animation/left turn 90.fbx
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assets/Warrior+Animation/left turn.fbx
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assets/Warrior+Animation/left turn.fbx
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assets/Warrior+Animation/right strafe walking.fbx
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assets/Warrior+Animation/right strafe walking.fbx
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assets/Warrior+Animation/right strafe.fbx
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assets/Warrior+Animation/right strafe.fbx
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assets/Warrior+Animation/right turn 90.fbx
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assets/Warrior+Animation/right turn 90.fbx
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assets/Warrior+Animation/right turn.fbx
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assets/Warrior+Animation/right turn.fbx
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assets/Warrior+Animation/running.fbx
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assets/Warrior+Animation/running.fbx
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assets/Warrior+Animation/walking.fbx
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assets/Warrior+Animation/walking.fbx
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assets/animations/Idle.fbx
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assets/animations/Idle.fbx
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assets/animations/Idle.fbx.import
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assets/animations/Idle.fbx.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://cxr7xlsq3vvhi"
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path="res://.godot/imported/Idle.fbx-ecf8c7ec9efbd10accf3a620e1992827.scn"
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[deps]
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source_file="res://assets/animations/Idle.fbx"
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dest_files=["res://.godot/imported/Idle.fbx-ecf8c7ec9efbd10accf3a620e1992827.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=true
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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fbx/importer=0
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fbx/allow_geometry_helper_nodes=false
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fbx/embedded_image_handling=1
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fbx/naming_version=2
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assets/animations/Stop Walking.fbx
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assets/animations/Stop Walking.fbx
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assets/animations/Stop Walking.fbx.import
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assets/animations/Stop Walking.fbx.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://dusjhgyamhmgt"
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path="res://.godot/imported/Stop Walking.fbx-3d24a0466a0c2e2a6357ddcab01c8e7a.scn"
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[deps]
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source_file="res://assets/animations/Stop Walking.fbx"
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dest_files=["res://.godot/imported/Stop Walking.fbx-3d24a0466a0c2e2a6357ddcab01c8e7a.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/root_script=null
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=true
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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fbx/importer=0
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fbx/allow_geometry_helper_nodes=false
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fbx/embedded_image_handling=1
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fbx/naming_version=2
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player_backup.gd
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player_backup.gd
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# Player.gd
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# Steuert den Spielercharakter: Bewegung, Kamera, HP, Angriff, Zielauswahl
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const GRAVITY = 9.8
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var max_hp = 100
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var current_hp = 100
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var target = null # Aktuell markierter Gegner
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var equipped_weapon = null # Ausgerüstete Waffe (null = unbewaffnet, Schaden = 1)
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# Global Cooldown System (GCD)
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var global_cooldown = 0.0
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const GLOBAL_COOLDOWN_TIME = 1.5 # GCD in Sekunden
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var autoattack_active = false # Ob Autoattack nach GCD weiterlaufen soll
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# Skills System - individuelle Cooldowns (zusätzlich zum GCD)
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var heavy_strike_cooldown = 0.0
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const HEAVY_STRIKE_DAMAGE_MIN = 10
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const HEAVY_STRIKE_DAMAGE_MAX = 15
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const HEAVY_STRIKE_COOLDOWN = 3.0
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const HEAVY_STRIKE_RANGE = 2.0
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@onready var camera_pivot = $CameraPivot
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@onready var camera = $CameraPivot/Camera3D
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@onready var hud = $HUD
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func _ready():
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hud.update_health(current_hp, max_hp)
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hud.set_active_slot(0)
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# Icons für Skills setzen
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hud.set_slot_icon(0, "res://icons/autoattack_icon.svg") # Slot 1: Autoattack
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hud.set_slot_icon(1, "res://icons/heavy_strike_icon.svg") # Slot 2: Heavy Strike
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# HUD-Klicks verbinden
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hud.slot_clicked.connect(_on_slot_clicked)
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# Handler für HUD-Slot-Klicks
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func _on_slot_clicked(slot_index: int):
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match slot_index:
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0: # Autoattack manuell starten
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if target != null and global_cooldown <= 0:
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start_autoattack()
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perform_autoattack()
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1: # Heavy Strike
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use_heavy_strike()
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# Schaden am Spieler abziehen und HP-Leiste aktualisieren
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func take_damage(amount):
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current_hp = clamp(current_hp - amount, 0, max_hp)
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hud.update_health(current_hp, max_hp)
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if current_hp <= 0:
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die()
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# HP heilen und HP-Leiste aktualisieren
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func heal(amount):
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current_hp = clamp(current_hp + amount, 0, max_hp)
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hud.update_health(current_hp, max_hp)
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func die():
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print("Spieler gestorben!")
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# Schaden basierend auf ausgerüsteter Waffe (unbewaffnet = 1)
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func get_attack_damage() -> int:
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if equipped_weapon == null:
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return 1
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return randi_range(equipped_weapon.min_damage, equipped_weapon.max_damage)
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# Reichweite basierend auf ausgerüsteter Waffe (unbewaffnet = 1.5)
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func get_attack_range() -> float:
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if equipped_weapon == null:
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return 1.5
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return equipped_weapon.range
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# Angriffsgeschwindigkeit basierend auf ausgerüsteter Waffe (unbewaffnet = 1.5s)
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func get_attack_cooldown() -> float:
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if equipped_weapon == null:
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return 1.5
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return equipped_weapon.attack_speed
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# Ziel markieren — start_attack=true startet sofort die Autoattack
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func set_target(new_target, start_attack: bool = false):
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if target != null and is_instance_valid(target):
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target.hide_health()
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target = new_target
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target.show_health()
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print("Ziel markiert: ", target.name)
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if start_attack:
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start_autoattack()
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# Autoattack aktivieren
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func start_autoattack():
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autoattack_active = true
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print("Autoattack aktiviert")
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# Autoattack deaktivieren
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func stop_autoattack():
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autoattack_active = false
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print("Autoattack deaktiviert")
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# Führt einen Autoattack aus (wird vom GCD-System aufgerufen)
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func perform_autoattack():
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if target == null or not is_instance_valid(target):
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target = null
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autoattack_active = false
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return
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var distance = global_position.distance_to(target.global_position)
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if distance <= get_attack_range():
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var dmg = get_attack_damage()
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target.take_damage(dmg)
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print("Autoattack: ", dmg, " Schaden")
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trigger_global_cooldown()
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else:
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print("Ziel zu weit entfernt für Autoattack")
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# Global Cooldown auslösen
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func trigger_global_cooldown():
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global_cooldown = GLOBAL_COOLDOWN_TIME
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# Heavy Strike: Starker Angriff mit Cooldown
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func use_heavy_strike():
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if target == null or not is_instance_valid(target):
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print("Kein Ziel für Heavy Strike!")
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return
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# GCD Check
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if global_cooldown > 0:
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print("Global Cooldown aktiv: ", "%.1f" % global_cooldown, "s")
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return
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# Skill-eigener Cooldown Check
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if heavy_strike_cooldown > 0:
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print("Heavy Strike noch im Cooldown: ", "%.1f" % heavy_strike_cooldown, "s")
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return
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var distance = global_position.distance_to(target.global_position)
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if distance > HEAVY_STRIKE_RANGE:
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print("Ziel zu weit entfernt für Heavy Strike!")
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return
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var damage = randi_range(HEAVY_STRIKE_DAMAGE_MIN, HEAVY_STRIKE_DAMAGE_MAX)
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target.take_damage(damage)
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heavy_strike_cooldown = HEAVY_STRIKE_COOLDOWN
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trigger_global_cooldown()
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start_autoattack() # Autoattack nach Skill automatisch aktivieren
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print("Heavy Strike! ", damage, " Schaden")
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# Raycast von der Kamera auf Mausposition — trifft Gegner mit take_damage()
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func _try_select_target(start_attack: bool = false):
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var space_state = get_world_3d().direct_space_state
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var viewport = get_viewport()
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var mouse_pos = viewport.get_mouse_position()
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var ray_origin = camera.project_ray_origin(mouse_pos)
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var ray_end = ray_origin + camera.project_ray_normal(mouse_pos) * 100.0
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var query = PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
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query.exclude = [self]
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var result = space_state.intersect_ray(query)
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if result and result.collider.has_method("take_damage"):
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set_target(result.collider, start_attack)
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func _physics_process(delta):
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# Global Cooldown herunterzählen
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var gcd_was_active = global_cooldown > 0
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if global_cooldown > 0:
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global_cooldown -= delta
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# Wenn GCD gerade abgelaufen ist und Autoattack aktiv, führe Autoattack aus
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if gcd_was_active and global_cooldown <= 0 and autoattack_active:
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perform_autoattack()
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# Skill-Cooldowns herunterzählen
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if heavy_strike_cooldown > 0:
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heavy_strike_cooldown -= delta
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# HUD Cooldowns aktualisieren
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hud.set_slot_cooldown(0, global_cooldown) # Slot 1: GCD für Autoattack
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hud.set_slot_cooldown(1, max(global_cooldown, heavy_strike_cooldown)) # Slot 2: max(GCD, Skill-CD)
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# Schwerkraft
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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# Springen
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Linksklick: nur markieren
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if Input.is_action_just_pressed("select_target"):
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_try_select_target(false)
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# Rechtsklick: markieren + angreifen
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if Input.is_action_just_pressed("ui_right_mouse"):
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_try_select_target(true)
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# Aktionsleiste 1-9
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if Input.is_action_just_pressed("action_1"):
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hud.set_active_slot(0)
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if target != null and global_cooldown <= 0:
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start_autoattack()
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perform_autoattack()
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if Input.is_action_just_pressed("action_2"):
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hud.set_active_slot(1)
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use_heavy_strike()
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if Input.is_action_just_pressed("action_3"):
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hud.set_active_slot(2)
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if Input.is_action_just_pressed("action_4"):
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hud.set_active_slot(3)
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if Input.is_action_just_pressed("action_5"):
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hud.set_active_slot(4)
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if Input.is_action_just_pressed("action_6"):
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hud.set_active_slot(5)
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if Input.is_action_just_pressed("action_7"):
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hud.set_active_slot(6)
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if Input.is_action_just_pressed("action_8"):
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hud.set_active_slot(7)
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if Input.is_action_just_pressed("action_9"):
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hud.set_active_slot(8)
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# TEST: T drücken = 10 Schaden
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if Input.is_action_just_pressed("test_damage"):
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take_damage(10)
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# Eingabe
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var input_dir = Vector2.ZERO
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if Input.is_action_pressed("move_forward"):
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input_dir.y -= 1
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if Input.is_action_pressed("move_back"):
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input_dir.y += 1
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||||||
|
if Input.is_action_pressed("move_left"):
|
||||||
|
input_dir.x -= 1
|
||||||
|
if Input.is_action_pressed("move_right"):
|
||||||
|
input_dir.x += 1
|
||||||
|
|
||||||
|
# Bewegung relativ zur Kamera
|
||||||
|
var world_yaw = rotation.y + camera_pivot.rotation.y
|
||||||
|
var forward = Vector3(-sin(world_yaw), 0, -cos(world_yaw)).normalized()
|
||||||
|
var right = Vector3(cos(world_yaw), 0, -sin(world_yaw)).normalized()
|
||||||
|
var direction = (forward * -input_dir.y + right * input_dir.x)
|
||||||
|
|
||||||
|
velocity.x = direction.x * SPEED
|
||||||
|
velocity.z = direction.z * SPEED
|
||||||
|
|
||||||
|
# RMB gehalten: Spieler schaut in Kamerarichtung
|
||||||
|
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
|
||||||
|
rotation.y = world_yaw
|
||||||
|
camera_pivot.rotation.y = 0
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
1
player_backup.gd.uid
Normal file
1
player_backup.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://31iu6aebwmoc
|
||||||
Loading…
Add table
Reference in a new issue