feat: update

This commit is contained in:
2026-06-11 18:28:25 +08:00
parent 8520f9db3c
commit 8a2fb36a98
65 changed files with 4407 additions and 572 deletions
+88 -67
View File
@@ -70,25 +70,23 @@ var is_carrying_tekton: bool = false:
emit_signal("tekton_carried_changed", value)
# Visual/Logic side effects if any
var is_attack_mode: bool = false:
var is_charged_strike: bool = false:
set(value):
if is_attack_mode == value:
return # Prevent infinite recursion / redundant updates
if is_charged_strike == value:
return
is_attack_mode = value
if is_attack_mode:
attack_mode_timer = MAX_ATTACK_MODE_TIME
is_charged_strike = value
if is_charged_strike:
charged_strike_timer = MAX_CHARGED_STRIKE_TIME
_refresh_player_visuals()
# Sync to others if we are the authority
if is_multiplayer_authority() and can_rpc():
rpc("sync_attack_mode", is_attack_mode)
rpc("sync_charged_strike", is_charged_strike)
@rpc("any_peer", "call_local", "reliable")
func sync_attack_mode(state: bool):
# We WANT to trigger the setter to apply visuals on clients
# Using self.var triggers setter in GDScript
is_attack_mode = state
func sync_charged_strike(state: bool):
is_charged_strike = state
@export var is_bot: bool = false
@@ -248,6 +246,9 @@ func _ready():
# Character Pointer Visibility
# Visible to all human players. Green for local player, Red for others.
var pointer = get_node_or_null("CharacterPointer")
# === Dynamically load new Dasher animations ===
_load_dasher_animations()
if pointer:
pointer.visible = true
@@ -372,6 +373,47 @@ func _init_floor_spawn_anchor():
if floor_spawn_top:
floor_spawn_top.reparent(floor_spawn_anchor, false)
func _load_dasher_animations():
"""Dynamically loads dasher animations from GLB files and adds them to the AnimationPlayer."""
if not anim_player: return
var anim_library = anim_player.get_animation_library("animation-pack")
if not anim_library:
anim_library = AnimationLibrary.new()
anim_player.add_animation_library("animation-pack", anim_library)
var dasher_files = [
{"path": "res://assets/characters/dashers/dasher_getting_hit.glb", "name": "dasher_getting_hit"},
{"path": "res://assets/characters/dashers/dasher_hit.glb", "name": "dasher_hit"},
{"path": "res://assets/characters/dashers/dasher_hold.glb", "name": "dasher_hold"},
{"path": "res://assets/characters/dashers/dasher_put.glb", "name": "dasher_put"},
{"path": "res://assets/characters/dashers/dasher_stun.glb", "name": "dasher_stun"},
{"path": "res://assets/characters/dashers/dasher_take.glb", "name": "dasher_take"}
]
for file_data in dasher_files:
var gltf_doc = GLTFDocument.new()
var gltf_state = GLTFState.new()
var error = gltf_doc.append_from_file(file_data.path, gltf_state)
if error == OK:
var anim_player_node = gltf_state.get_animation_player(0)
# Godot's GLTF importer creates an AnimationPlayer inside the scene
var scene = gltf_doc.generate_scene(gltf_state)
if scene:
var scene_anim_player = scene.find_child("AnimationPlayer", true, false)
if scene_anim_player:
var libs = scene_anim_player.get_animation_library_list()
for lib_name in libs:
var temp_lib = scene_anim_player.get_animation_library(lib_name)
for anim_name in temp_lib.get_animation_list():
var anim = temp_lib.get_animation(anim_name)
if not anim_library.has_animation(file_data.name):
anim_library.add_animation(file_data.name, anim)
scene.queue_free()
print("[Player] Dasher animations loaded into 'animation-pack'.")
@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
@onready var floor_spawn_top: AnimatedSprite3D = $floor_spawn_top
@onready var vfx_scatter_knock: AnimatedSprite3D = $scatter_knock
@@ -874,10 +916,10 @@ func _refresh_player_visuals():
color_to_apply = Color.CYAN # Stop n Go Freeze
elif is_slowed:
color_to_apply = Color(0.6, 0.8, 1.0) # Slowed / Icy Blue
elif is_attack_mode:
color_to_apply = Color(1.0, 0.5, 0.5) # Attack Mode (Red Tint)
elif is_carrying_tekton or is_knock_mode:
color_to_apply = Color(1.0, 1.0, 0.0) # Carrying or Knocking (Yellow)
elif is_charged_strike:
color_to_apply = Color(1.0, 0.5, 0.5) # Charged Strike (Red Tint)
elif is_carrying_tekton:
color_to_apply = Color(1.0, 1.0, 0.0) # Carrying (Yellow)
alpha_to_apply = 0.5 # 50% opacity when carrying Tekton
elif immunity_timer > 0:
color_to_apply = Color(0.5, 1.0, 0.5) # Immunity (Light Green)
@@ -905,7 +947,7 @@ func update_rank_visuals(rank: int):
if not pos_label:
return
if rank <= 3:
if rank <= 4:
pos_label.visible = true
if race_manager:
pos_label.text = race_manager.get_ordinal_string(rank)
@@ -913,9 +955,10 @@ func update_rank_visuals(rank: int):
pos_label.text = str(rank)
match rank:
1: pos_label.modulate = Color(0.85, 0.0, 0.0) # Red
2: pos_label.modulate = Color(0.0, 0.0, 1.0) # Blue
3: pos_label.modulate = Color(1.0, 0.9, 0.0) # Yellow
1: pos_label.modulate = Color(1.0, 0.84, 0.0) # Gold
2: pos_label.modulate = Color(0.75, 0.75, 0.75) # Silver
3: pos_label.modulate = Color(0.8, 0.5, 0.2) # Bronze
4: pos_label.modulate = Color(0.5, 0.5, 0.5) # Grey
else:
pos_label.visible = false
@@ -941,8 +984,8 @@ var slow_timer: float = 0.0
var tekton_carry_timer: float = 0.0
const MAX_TEKTON_CARRY_TIME: float = 3.0
var attack_mode_timer: float = 0.0
const MAX_ATTACK_MODE_TIME: float = 5.0
var charged_strike_timer: float = 0.0
const MAX_CHARGED_STRIKE_TIME: float = 5.0
@rpc("any_peer", "call_local")
func apply_stagger(duration: float = 1.5):
@@ -1220,7 +1263,7 @@ func attempt_target_action(target_index: int):
inventory_ui.deselect()
func activate_powerup(effect_id: int):
if is_carrying_tekton or is_knock_mode or is_attack_mode:
if is_carrying_tekton or is_charged_strike:
NotificationManager.send_message(self, "Cannot use Power-Up right now!", NotificationManager.MessageType.WARNING)
return
@@ -1253,7 +1296,7 @@ func activate_powerup(effect_id: int):
func activate_held_powerup():
"""Finds whichever powerup is currently held and activates it."""
if is_carrying_tekton or is_knock_mode or is_attack_mode:
if is_carrying_tekton or is_charged_strike:
NotificationManager.send_message(self, "Cannot use Power-Up right now!", NotificationManager.MessageType.WARNING)
return
@@ -1299,15 +1342,14 @@ func _process(delta):
if movement_manager:
movement_manager._process(delta)
# Attack/Knock Mode Expiration Timer
if is_multiplayer_authority() and (is_attack_mode or is_knock_mode):
if attack_mode_timer > 0:
attack_mode_timer -= delta
if attack_mode_timer <= 0:
attack_mode_timer = 0.0
is_attack_mode = false
is_knock_mode = false
NotificationManager.send_message(self, "Knock Mode Expired!", NotificationManager.MessageType.WARNING)
# Charged Strike Expiration Timer
if is_multiplayer_authority() and is_charged_strike:
if charged_strike_timer > 0:
charged_strike_timer -= delta
if charged_strike_timer <= 0:
charged_strike_timer = 0.0
is_charged_strike = false
NotificationManager.send_message(self, "Charged Strike Expired!", NotificationManager.MessageType.WARNING)
if powerup_manager:
powerup_manager.reset_boost()
@@ -2393,8 +2435,8 @@ func sync_snatch_tekton(carrier_path: NodePath, tekton_path: NodePath):
tekton_carry_timer = 0.0
# Visual/Logic side effects
if is_attack_mode:
is_attack_mode = false
if is_charged_strike:
is_charged_strike = false
SfxManager.play("pick_up_tekton_roaming")
play_pickup_animation()
@@ -2414,9 +2456,9 @@ func sync_grab_tekton(tekton_path: NodePath):
self.is_carrying_tekton = true
tekton.set_carried(true, self )
# Disposed of AttackMode upon grab
if is_attack_mode:
is_attack_mode = false
# Disposed of Charged Strike upon grab
if is_charged_strike:
is_charged_strike = false
SfxManager.play("pick_up_tekton_roaming")
play_pickup_animation()
@@ -2558,38 +2600,17 @@ func sync_drop_tekton():
print("[Player %s] Dropped Tekton at %s" % [name, current_position])
# is_attack_mode is already declared at top of file (or inherited?)
# Keeping is_knock_mode here for now or moving it up would be better, but let's just fix the error first.
var is_knock_mode: bool = false:
set(value):
if is_knock_mode == value: return
is_knock_mode = value
if is_knock_mode:
attack_mode_timer = MAX_ATTACK_MODE_TIME
_refresh_player_visuals()
func enter_attack_mode():
func enter_charged_strike():
if not is_multiplayer_authority(): return
if is_invisible:
NotificationManager.send_message(self , "Cannot enter Attack Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
NotificationManager.send_message(self , "Cannot use Charged Strike while in Ghost mode!", NotificationManager.MessageType.WARNING)
return
is_attack_mode = true
is_knock_mode = false # Mutually exclusive
NotificationManager.send_message(self , "Attack Mode ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func enter_knock_mode():
if not is_multiplayer_authority(): return
if is_invisible:
NotificationManager.send_message(self , "Cannot enter Knock Mode while in Ghost mode!", NotificationManager.MessageType.WARNING)
return
is_knock_mode = true
is_attack_mode = false # Mutually exclusive
NotificationManager.send_message(self , "Knock Mode ACTIVATED (Yellow)", NotificationManager.MessageType.POWERUP)
is_charged_strike = true
NotificationManager.send_message(self , "Charged Strike ACTIVATED (Red)", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
func update_active_player_indicator():
@@ -2619,8 +2640,8 @@ func knock_tekton():
if not is_multiplayer_authority() or is_frozen or is_stop_frozen or is_invisible:
return
# Requirement: Full Powerup Bar (or we are already in knock mode)
if not is_knock_mode and (not powerup_manager or not powerup_manager.can_use_special()):
# Requirement: Full Powerup Bar (or we are already charged)
if not is_charged_strike and (not powerup_manager or not powerup_manager.can_use_special()):
NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
return
@@ -2633,8 +2654,8 @@ func knock_tekton():
if is_multiplayer_authority():
rpc("sync_knock_tekton", tekton.get_path())
# Reset Knock Mode after successful hit
is_knock_mode = false
# Reset Charged Strike Mode after successful hit
is_charged_strike = false
NotificationManager.send_message(self , "Knock Successful!", NotificationManager.MessageType.POWERUP)
update_active_player_indicator()
else: